Wednesday, September 12, 2018

Clerics of Sif, Part III

Cleric Spells (Sif)
Clerics of Sif have access to the following spells:

LABYRINTH LORD
1st Level: Create Water (as rain), Cure Light Wounds, Detect Evil (including thieves), Light, Protection from Evil (+2 vs. barbers), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Detect Snares and PitsD, EntangleD (in fields only), Pass without TraceD, Allure*, Charm Person*, Mending*, Shield*

2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold Person, Reveal Charm, Spiritual Weapon, Find PlantD, Arcane Lock* (in homes only), False Gold* (on hair)

3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Rune of Warding (as Glyph of Warding), Locate Object (if it’s yellow or golden-colored), Prayer, Remove Curse (reversible), Striking, Plant GrowthD (crops only), Protection from Normal Missiles*, Tiny Hut*

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Neutralize Poison, Protection from Evil 10’ Radius (including thieves), Hold Vegetation and FungusD, Repel VerminD, Move Earth* (Lesser; in fields only), Enchant Arms* (swords)

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Commune with NatureD (only in fields or meadows), Polymorph Self (landvaettir: see Volume I for stats)

6th Level: Animate Objects (if made of gold), Find the Path, Heal, Summon Aerial Servant, Transport via PlantsD (crops)

7th Level: Regenerate, Restoration, Wind Walk, Animate MineralD (gold)


DCC RPG
1st Level: Blessing, Detect Evil (including thieves), Food of the Gods, Holy Sanctuary, Paralysis, Protection from Evil (+2 vs. barbers), Resist Cold (but not heat), Second Sight, Field Walk* (as Forest Walk, but works in fields instead), Charm Person*, Magic Shield*, Mending*, Runic Alphabet (Mortal)*, Ward Portal* (in homes only)

2nd Level: Banish, Cure Paralysis, Divine Symbol, Neutralize Poison or Disease, Restore Vitality, Locate Object* (if it’s yellow or golden-colored)

3rd Level: Remove Curse, Spiritual Weapon, Breathe Life* (if made of gold), Consult Spirit* (nature spirits only), Dispel Magic*, Sword Magic*

4th Level: Sanctify, Levitate*, Polymorph* (self- landvaettir: see Volume I for stats)

5th Level: Fair Harvest Bond* (as Bottomfeeder Bond, but works with meadow and field beings instead), Sif’s Blond Bounty* (as Hepsoj’s Fecund Fungi, but involves blond hair and grain instead)



Avatar of Sif
Align: N
MV: 40’
AC: 1
HD: 19
Atk: 1 sword
Dmg: 4d8
SP: Sif cleric spells/abilities (caster level 22), modifiers based on hair color (see below)
Magic Resistance: 50%
SV: F19
Mor: 10


Golden blond: +2 caster levels, -1 HD, -1 to hit
Platinum blond: +1 caster level, -1 to hit
Blond: No modifiers
Dark blond: -1 caster level, +1 to hit
Red: -2 caster levels, +1 HD, +1 to hit

Beautiful, fair-haired wives all, Sif avatars can often be found in fields or assisting families who need their care. Those who are brighter blondes are more magical, but less martial, while the darker blondes and redheads emphasize Sif’s fighting aspect. No matter the case, they will work to support the faithful and those who cherish family and field the most, keeping a close eye out for barbers and thieves who might steal the goddess’s bounty.

DCC RPG stats: Init: +7; Atk sword +22 (4d8 +9); AC 21; HD 19d10; MV 30’; Act 2d24; SP Sif cleric spells/abilities (caster level 22), crit on 20-24, modifiers based on hair color (see above); SV Fort +18, Ref +20, Will +22; AL N.



Sif Encounters
1. Within the next field, one of the following is found (roll 1d6): [1] 2d4 golden waves of grain, [2] 2d4 blond workers, [3] a landvaettir (see Volume I), [4] a husband and wife enjoying time together, [5] a fair place (per Magical Side-Effect result #5, [6] a thief with stolen hair or grain (equal chance of either).

2. A random, unlucky party member wakes up the next day with his or her head shorn. They suffer a -6 penalty to all Charisma-related rolls until it grows back 1d6 days later. Finding a cleric of Sif will help remove the penalty right away, as well as catching the culprit who is of course a servant of Loki.

3. Whoever in the party who is wed, betrothed, or the like is tempted by a very attractive member of the contradictory gender. Giving in will earn Sif’s ire, causing a -1 penalty to all of the infidelitous one’s rolls until he or she fully atones. That the seducer is blond and nothing feels ‘just right’ afterwards (porridge, beds, fear of bears, etc.) will be a clue as to the curse’s cause.

4. A fair mother is busy at work at a nearby farm. Those who would gawk or do worse to her or her land are in for a surprise, for she is actually a (roll 1d6): [1-2] cleric of Sif, [3-4] priestess of Sif, [5] multiclass cleric-fighter of Sif, or [6] avatar of Sif. What is more, she has a 50% chance of currently undergoing divine test #15-17, so any with impure thoughts must also save or take 1d8 damage from a mysterious hammer strike!


Next week: clerics of Surtr, part I!