Cleric Spells (Heimdall)
Clerics of Heimdall have access to the following spells:
LABYRINTH LORD
1st Level: Command, Cure Light Wounds, Detect Evil (or any invaders), Light (appearing rainbow-colored or white), Protection from Evil (+2 vs. those who are also invaders), Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary, Detect Snares and PitsD, Faerie FireD, Enlarge* (also turns target pure white for the duration), Hold Portal*
2nd Level: Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person, Holy Chant (by blowing his horn), Reveal Charm, Silence 15’ Radius, Spiritual Weapon (appears wielded by a phantom sentinel), Detect Invisible*, Arcane Lock*, Strength* (on defenders only)
3rd Level: Continual Light (rainbow or white), Cure Blindness, Cure Disease, Dispel Magic, Rune of Warding (as Glyph of Warding), Locate Object, Prayer (by blowing his horn), Remove Curse, Striking (on weapons used by defenders), Clairaudience*, Clairvoyance*, Infravision*
4th Level: Create Food and Water, Cure Serious Wounds, Detect Lie, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius (+2 vs. those who are also invaders), Arcane Eye*, Fear* (vs. invaders only)
5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Flame Strike (appears as a rainbow bridge striking), Quest, Plane Shift, True Seeing, Secret Chest* (which need not be expensive), Wall of Stone* (can also be used to make bridges)
6th Level: Blade Barrier, Find the Path, Heal, Word of Recall, Guards and Wards* (can be used to guard any area, not just strongholds)
7th Level: Astral Projection, Gate, Holy Word (by blowing his horn), Restoration, Symbol, Wind Walk (a rainbow bridge appears underneath), Prismatic Wall*
DCC RPG
1st Level: Blessing, Detect Evil (or any invaders), Food of the Gods, Holy Sanctuary, Paralysis, Protection from Evil (+2 vs. those who are also invaders), Resist Cold or Heat (cold only), Second Sight, Word of Command, Sequester*, Ward Portal*
2nd Level: Banish, Cure Paralysis, Divine Symbol, Neutralize Poison or Disease, Restore Vitality, Color Spray*, Enlarge* (also turns target pure white for the duration), Detect Invisible*, Locate Object*, Scare* (vs. invaders only), Strength (on defenders only)
3rd Level: Bolt from the Blue (appears as a rainbow bridge striking), Exorcise, Remove Curse, Spiritual Weapon (appears wielded by a phantom sentinel), True Name (can then be evoked by blowing his horn), Dispel Magic*, Planar Step*, War Horn of Valhalla* (as War Horn of Elfland, but summons Einherjar- Norse warriors with similar stats- instead)
4th Level: Sanctify, Levitate* (via summoning a rainbow bridge to walk upon), Ward Bridge* (as Ward Portal, but works on bridges too), Wizard Sense*
5th Level: Righteous Bifrost (as Righteous Fire, but is rainbow destruction), Whirling Doom, Magic Bulwark* (appears prismatic)
Avatar of Heimdall
Align: L
MV: 35’
AC: -2
HD: 22
Atk: 1 sword
Dmg: 7d8
SP: Heimdall cleric spells/abilities (caster level 22)
Magic Resistance: 50%
SV: F22
Mor: 12
Ever vigilant and noble, a Heimdall avatar appears as a very white norseman in both complexion and garb, though he may disguise himself to test the senses of the faithful from time to time. In any case, he is often sent to check on key clerics, priests, and other guardians, making sure they stay true to their wards and also if they need any assistance, which he will happily render if the former is the case. If not, then it is the guardian who will need to more closely watch himself!
DCC RPG stats: Init: +10; Atk sword +30 (7d8 +15); AC 24; HD 22d10; MV 25’; Act 2d24; SP Heimdall cleric spells/abilities (caster level 22), crit on 20-24; SV Fort +24, Ref +18, Will +24; AL L.
Heimdall Encounters
1. The party comes to a 2d6 x 10’ long bridge that is made of (roll 1d6): [1-3] stone, [4] wood, [5] iron,
[6] rainbow energy. There is a 75% chance that a follower of Heimdall is present to stand watch. If not, then he has either been overrun or will be back within 1d20 minutes (equal chance of either).
2. Unfortunately, a random, unlucky party member is challenged by 1d4+1 guards who are faithful to Heimdall. He or she has a base chance of being brought into custody depending on his or her alignment, modified of course by any other ‘interactions’ that might occur: Lawful (25%), Neutral (50%), Chaotic (99%).
3. Beyond all reason, a non-Bifrost bridge rainbow that touches the ground is found. It (roll 1d6): [1] has a singing frog playing a banjo, [2] can be walked upon, allowing (unguarded) travel to Asgard, [3] has 2d3 people acting very ‘argr’, [4] causes the party to debate for 1d6 turns about where the rainbow actually ends (save negates), [5] has singing, gnome-like beings who like falling houses and fear witches, [6] marks where a pot of gold with 1d4 x 100 coins is. In all cases, followers of Heimdall will not be pleased.
4. A pale norseman clothed in white watches over this area. He turns out to be a (roll 1d6): [1-3] Heimdall cleric, [4] Heimdall paladin, [5] Heimdall priest, or [6] Heimdall avatar. No matter the situation, he will certainly take a dim view of any invaders or others who are not where they should be.
Next week: clerics of Sif, part I!