Cleric Spells (Fenrir)
The Great Wolf would rather his clerics bite and rip apart their prey, instilling fear and destroying all they encounter. But if they must cast a spell, then here they are- especially if such magic assists in biting off gods’ hands!
1st Level: Command, Cure Light Wounds (reversible), Detect Evil (reverse), Light (reverse), Protection from evil (reverse), Remove Fear (reverse), Pass without TraceD, Speak with AnimalsD (wolves only)
2nd Level: Bless (reverse), Hold Person (requires growling at them deeply), StumbleD, Detect Invisible* (via scent), Scare* (requires howling)
3rd Level: Animal Growth (wolves and other predators only), Cure Blindness (reversible), Cure Disease, Remove Curse (reversible), Striking (on bite attacks only, +9 vs. hands!), Gust of Wind* (usable against pigs and those in dwellings), Infravision* (also makes eyes look scary), Protection from Normal Missiles*
4th Level: Cure Serious Wounds (reversible), Detect Lie, Summon Animal ID (wolves only), Fear*, Polymorph Self* (only into grandmother forms that still have big eyes and teeth)
5th Level: Commune (requires making a gruesome kill first), Cure Critical Wounds (reversible), Dispel Evil (reverse), Summon Animal IID (wolves only), Fearsome Wolf (as Faithful Hound*, but far more upsetting and vicious)
6th Level: Find Path (involves much sniffing), Summon Animal IIID (wolves only), Dweomer of Rage* (no potion required), Globe of Invulnerability*
7th Level: Regenerate, Restoration, ConfusionD
Fenris Cleric Foes
Though particularly vicious players might certainly enjoy portraying clerics of Fenrir, they are far more likely to be encountered as adversaries (that is Fenris clerics, not vicious players in this case).
The following table provides stats for such foes at various levels. With some minor modification, it could also be used for other types of clerics too.
Fenris Clerics: No. Enc.: 1; Align: C...
1st level: Mve: 40’*; AC 7*; HD 1*; Attk: 2*; Dmg*: 1d3 (bite attack) and/or 1d4 (dagger); SP: Cleric spells, Turn, Fenris Curse (Save to not devour victims they have slain; gain a Strength bonus and hit points after doing so), Wolf-Hunger* (10% chance); Sve: C1; Mor: 6
3rd level (Shaman): Mve: 40’*; AC 6*; HD 3+2*; Attk: 2*; Dmg*: 1d4 (bite attack) and/or 1d4+1 (dagger); SP: Shaman spells, Become Ethereal 3 rounds/day, Fenris Curse, Wolf-Hunger* (30% chance); Sve: C3; Mor: 8
Note: Shaman spells and abilities are described in the Thrym entry in Volume II.
5th level: Mve: 40’*; AC 6*; HD 5+4*; Attk*: 2; Dmg*: 1d6 (bite attack) and/or 1d4+2 (dagger); SP: Cleric spells, Turn, Fenris Curse, Wolf-Hunger* (50% chance); Sve: C5; Mor: 10
* The effects of certain Divine Tests of Fenrir (Wolf-Hunger) can change his clerics permanently, granting them various boons and penalties that would affect the stats so marked. The cleric has a 10% chance per level of having experienced each of the following and would then be subject to the specific boons and restrictions thereof when encountered. See that section for specifics.
Roll for each:
1. An increased chance of hitting with their bite attack...
2. An improved AC & speed...
3. Larger size for greater Strength and Constitution...
4. Lycanthrope form...
In addition, beating the percentage by 20% or more means that the cleric has experienced that Test twice, thereby giving him double the bonus and penalty. For example, a 4th level cleric of Fenrir has a 40% chance of experiencing each of the above. On a d100 roll of 21-40, it’s shown that he’s experienced that Wolf-Hunger once. On a roll of 01-20, it turns out that he’s actually experienced that Wolf-Hunger twice!
Fenris clerics of higher levels can even have a chance of having experienced various Wolf-Hungers thrice or more (by beating the percentage by 40%, etc.), all depending on howl far the Referee is willing to go.
Next week: Preview of my upcoming module: Wyrd Ways of Walstock!