Tenets of Baldr
- Appreciate the beauty that the gods provide
- Seek peace within unless sorely pressed without
- Spread the light
- Be invulnerable in the gods' love
- Weep not for your doom
- Special: Also known as Balder or Baldur, Baldr is served by clerics, gothar (Norse priests & priestesses), and mystics.
- Allowed Weapons: spear, sword, axe, dagger
- Allowed Armor: chainmail and shield or lighter
- Symbols: Chalice, Light, Mistletoe
- Can Turn: Those who have vowed to do the cleric-type harm (if not known, a base 25% chance)
- Mysteries of Baldr: Up to once per day per level, cleric-types of Baldr can ignore up to 15 damage or similar harm as long as they have engaged in no violence themselves yet that day, and as long as the harm does not come in the form of mistletoe.
Magical Side-Effects of Baldr
What is beautiful must be cherished, whether it is later lost or not.
1. Woe unto Mistletoe: The blind may be tricked into causing great harm. The spell’s recipient (if beneficial) or the cleric (if not) is automatically hit by the next attack that's shot or hurled within 30' of them. A sacrifice worth 1d6 gold pieces per spell level could be used instead.
2. Weeping Dry Tears: Those who won't leave Baldr unharmed must at least mourn his passing. The spell's target must make a Wisdom check/ Will save DC 15 to feel such emotion, or else receive no benefit from the spell, if any.
3. Baleful Draumr: Portents of one's demise may be seen, as well as ways to delay its passing. Either the spell’s target or the cleric (an equal chance of either) must immediately sleep and dream for d30 minutes unless their life is threatened or method of salvation can be known.
4. Hermod's Ride: He went to find what became of Baldr, and so must his follower. The cleric will appear to pass away for a time at the earliest opportunity, but only 1d6 hours.
5. Shining White: All within 120' gain a +2 bonus to Charisma rolls for the next 2d6 rounds, even if they throw things at each other.
6-8. Standard Casting: The spell works without side-effect.
9. Frigga's Promise: Though the magic's effect, range, or duration is increased 50%, it happens d30 rounds later, minus the cleric’s level x 2 if at least one of Baldr's tenets is being espoused. Frigga must secure the proper oaths to protect her son.
10. Heroic Prince: Seeking peace can be brave. Not only does the spell experience a 50% boost to its effect, range, or duration, the spell's recipient will gain a +2 AC bonus for the next 1d6 rounds if they do not initiate any violence.
11. Odin's Whisper: The magic can be cast at double its usual range, effect, or duration, but only if the cleric hears or a passes to helpful secret onto another sometime before midnight.
12. Blessing of Breithablik: Baldr allows the spell to work for twice its usual effect, range, or duration, as well as it not being expended so it can be cast again that day. He also grants a +3 bonus to all beauty, peace, light, invulnerability, & acceptance of fate-related rolls for the next 1d2 hours if the spell is meant to aid the target.
Next week: divine tests, folk variations, and a new being related to Baldr in Part II!
RPG srd Old School 1st ed D&D