5-14. And what must the cleric do next? She loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 to see what triumphs she must seek to get them back.
[1] Howl and be tempestuous for at least 2d3 turns.
[2] Defeat a worthy foe (of equal level/ HD or higher) in combat.
[3] March at least 1d4 miles, challenging any who would prevent her passage.
[4] Stand on high ground, at least 2d4 x 10' above the surrounding lands.
[5] Contest the cold by being unprotected in such weather for 1d2 hours, or at least challenge a follower of such a divinity.
[6] Dare the warm by being unprotected in such weather for 2d4 hours, or at least challenge a follower of Eostre (link) or similar divinity.
- Spirits that can take physical form for brief periods of time, as described in Volume IV. They often appear as either animals, hags, or warrior-women, though all terrifying.
- Associated with Hretha and other warlike Anglo-Saxon divinities, wælcyrgie can be summoned by their followers via the Summon Spirit spell.
- For those who fight well in battle, they will (roll 1d12): [1-3] provide succor, [4-7] assist with combat, [8-10] continue to watch, [11+] choose to be slain
- Wælcyrgie can also use 1d8 of the following 20 spells at will (roll a d20 eight times to generate them- duplicate rolls mean that a particular wælcyrgie knows less spells).
2nd Level: Bless, Delay Poison, Holy Chant, Resist Fire, Silence 15' Radius, Spiritual Weapon (appearing as the wælcyrgie wielding it)
3rd Level: Continual Light, Cure Disease, Glyph of Warding, Striking, Call Lightning (D)
4th Level: Gust of Wind*
5th Level: Blade Barrier (appearing as the wælcyrgie wielding them)
7th Level: Wind Walk
Next week: Clerics of Hretha, Part IV!