AoM Volva


Norse volur (sg. volva) are norse casters learned in seiðr, a norse magic traditionally only taught to women and known to grant powers of prophecy, blessing, curses, weather control, and shapechange. Volur are commonly summoned in times of crisis, when clan leaders are known to pay handsomely for their services.

According to traditional norse gender constructs, it is extremely shameful and dishonorable for a man to adopt a female social or sexual role. A man who practices seiðr can expect to be labeled ergi (Norse for “unmanly”) by his peers – one of the gravest insults that can be hurled at a Norseman. While there are several reasons for seiðr being considered ergi, the greatest is the centrality of weaving, the paragon of the traditional female economic sphere, in seiðr. Still, this doesn’t stop numerous men from engaging in seiðr, sometimes even as a profession. A few such men have even had their deeds recorded in the sagas.

Hit Die: d6.


To qualify to become a volva, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Spells: Able to cast 5th level spells.
Special: Must worship a norse god with can grant access to the arcane subdomain.

The volva gains no new class skills.

Skill Ranks per Level: 2 + Int modifier.

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +1 Arcane Bond, signs and portents, spell knowledge +1 to spellcasting class
2nd +1 +0 +0 +1 +1 to spellcasting class
3rd +1 +1 +1 +2 Spell knowledge +1 to spellcasting class
4th +2 +1 +1 +2 +1 to spellcasting class
5th +2 +1 +1 +3 Spell knowledge +1 to spellcasting class

Arcane Bond

This functions as the Wizard arcane bond ability but the volva must pick a cat familiar or a distaff bonded object (treat as the Staff simple weapon) as her arcane bond. Her effective wizard level for this ability is equal to her caster level. The penalty for casting without a bonded object only applies to spells learned via he Spell Knowledge ability.

Signs and Portents (Su)

A volva can read signs and portents to attempt to ascertain how events in the near future will play out. This allows the volva to cast divination as a spell-like ability once per day. At 5th level, she can use signs and portents twice per day.

Spell Knowledge

The Volva gains an expanded spell list by accessing. At 1st level she can choose one of the following groups of spells and add them to her spell list. At 3rd level she can pick a second group of spells to add to her spell list. At 5th level she picks a third and final group of spells to add to her spell list.

Benevolence: 1st—remove curse, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—break enchantment

Malevolence: 1st—bestow curse, 2nd—inflict moderate wounds, 3rd—inflict serious wounds, 4th—inflict critical wounds, 5th—bestow curse (major)

Prophecy: 1st—anticipate peril, 2nd—augury, 3rd—scrying, 4th—divination, 5th—legend lore

Transformation:1st—beast shape i, 2nd—beast shape ii, 3rd—beast shape iii (animals only), 4th—beast shape iv (animals only), 5th—Nordic form of the dragon

Weather: 1st—obscuring mist, 2nd—fog cloud, 3rd—wind wall, 4th—solid fog, 5th—Hellenic control weather

The volva only gains access to these spells if her volva level is equal to or exceeds the spell’s level. For example, a 2nd level volva with benevolence as her first spell knowledge only adds remove curse and cure moderate wounds to her spell list.

If a volva picks a spell group with spells she already knows in it, she only learns the volva version of the spell if it is cast at a lower level than the version offered by her base class. The volva does not learn these spells automatically.

AoM Volva

Ion's Playground IonutRO