Thracian Great Goddess of the Moon, Hunting, Mountains, & Fertility
Tenets of Bendis
* Honor the moon and your people
* Hunt for what takes you
* Mountains show mighty, one must bend to them
* Indulge in fertility, nourish the land
Clerics of Bendis
- Special: Bendis is served by clerics, priestesses, and nature priestesses (link).
- Allowed Weapons: bow, spear, lance, dagger, sling, club
Allowed Armor: - Allowed Armor: Leather or lighter
- Symbol: Phrygian Cap, Cup, Boots, Torches, Lance
- Can Turn: Those who fail to honor the moon, Thracians, mountains, or fertility- pick two. If not known if one applies in a particular situation or not, there's a 25% chance of it being so if the subject is human, demihuman, or humanoid.
- Mysteries of Bendis: Clerics of Bendis can grant a +2 bonus to hit to another who is within 60' when in view of the moon, engaged in hunting, in the mountains, or engaged in fertility. They may do so up to once per day per level.
Magical Side-Effects of Bendis
A great mother brings wonder to all.
1. Lunar Light: The phase of the moon is critical for the spell to work. Unless specifically known to function during the current phase (new, crescent, full, etc.), there's only a 75% chance of the magic occurring this time. If not, then the cleric has a 25% chance of either triggering a divine test or the spell being lost too (an equal chance of either).
1. Lunar Light: The phase of the moon is critical for the spell to work. Unless specifically known to function during the current phase (new, crescent, full, etc.), there's only a 75% chance of the magic occurring this time. If not, then the cleric has a 25% chance of either triggering a divine test or the spell being lost too (an equal chance of either).
2. The Hunt is On: Knowing what one seeks can lead you to it. The cleric must have been aware of the spell's target at least 1d3 rounds before she casts the spell. If not, then it only works at 1/2 its usual strength. In addition, there's also a 25% chance of triggering a divine test unless she decides to lose the spell for the day as well.
3. Bend to their Majesty: Whether with actual mountains in view or things that look like them, the spell works as usual. If not, then its effects take 1d3 more rounds to happen, meandering down like from such great peaks.
4. Thracian Wildness: All within 240' gain a +3 bonus to their next roll related to courtship or fertility. Classic espousers of them, such as satyrs, nymphs, and maenads, will gain the bonus too, though it can be used for any roll.
5-8. Standard Spell: The magic occurs as usual this time.
9. Torchlight Race: The spirit of Bendis must fill the night. If torches are in the vicinity or if the cleric has been moving sometime within the last 1d3 rounds, then the spell's effect, range, or duration can be improved by 50%. If not, then the opposite occurs.
10-11. Dilonchos: Performing double duties at once, whether the phase of the moon corresponds, being aware of a target for 1d3 rounds prior, in view of the mountains, being fecund, around torches, or having moved within the last 1d3 rounds, the cleric can gain a 100% bonus to her magic's effect, range, or duration if two, four, or all six of them apply.
12. Blessing of Bendis: Not only is the spell doubled in effect, range, or duration, but it is not expended so it can be cast again that day. In addition, if it's meant to be helpful, the spell's recipient gains a +1 bonus to hit and damage rolls when acting according to Bendis' tenets for the next 1d6 turns.
Next week: divine tests, folk variations, and a specialized class of Bendis in Part II!