(illus: Viktor Vasnetsov, 1898)
Cleric Spells (Svarog)
Clerics of Svarog have access to the
following spells:
1st Level: Command,
Create Water (as rain), Cure Light Wounds, Detect Evil, Light, Protection from
Evil, Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary,
Divine WeatherD, Heat MetalD, Burning HandsD
2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Resist
Fire, Produce FlameD, PyrotechnicsD
3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Locate
Object, Prayer, Remove Curse (reversible), Striking (on iron weapons only), Clairaudience*,
Clairvoyance*, Gust of Wind*
4th Level: Cure Serious Wounds, Detect Lie, Divination, Exorcise, Neutralize Poison,
Protection from Evil 10’ Radius, Enchant Arms*
5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Flame Strike,
Plane Shift, Fly*
6th Level: Animate Objects, Control Weather, Find the Path, Heal, Stone
Tell
7th Level: Astral Projection, Holy Word, Restoration, Wind Walk, Control Weather
(Greater)D
Slavic Countryside Encounters
Much goes
on beneath the great domain of Svarog, though here is just a smattering.
Locale (roll 1d10)
1. Kapishche (outdoor sacred enclosure):
25% chance of having a volkhv of Svarog present, level 1d3.
2. Idols or cemetery (50% chance of being
foreboding)
3. Logging camp
4. Beautiful overlook (with a nice view of the
Sky, Svarog’s domain)
5. Forest Clearing
6. Hut or Cabin (50% chance of having a bath
house)
7. Forest path
8. Marshy area
9. Open field
10. Farm
Inhabitants (roll 1d10)
1. None
(area is deserted)
2. Animals
only (20% chance of being dangerous, per Referee)
3. 1d6 Folk enjoying the countryside (+1 on
Disposition Table below; 35% chance of being attractive women)
4. 1d8 Workers (-1 on Disposition Table
below)
5. 1d4
Tradespeople
6. 1d6
Travelers (See Odin section in
Divinities and Cults: Volume I for table)
7. 1d4 Nobles guarded by 2d4 levels of
fighters
8. 1d6 Vagabonds (See Loki section in Divinities
and Cults: Volume I for table; 25% chance of being bandits too)
9.
1d3 Spirits (See Orcus section in Divinities and Cults: Volume II for details; 65%
chance of being mischievous; 35% chance of being dangerous)
10. 1d4
Monsters (great beasts, demons, humanoids, giants, undead, or fey)
Disposition (roll 1d8)
1. Angry!
2. Gruff
3. Depressed
4. Reverent
5. Peaceful
6. Happy
7. Boisterous
8. Celebratory!