Volva
| Level | XP | HD | 1st Lvl Spells | 2nd Lvl Spells | 3rd Lvl Spells | 4th Lvl Spells | 5th Lvl Spells | Special |
|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d4 | 1 | — | — | — | — | Spirit Sense, Ritual Trance |
| 2 | 1,750 | 2d4 | 2 | — | — | — | — | — |
| 3 | 3,500 | 3d4 | 2 | 1 | — | — | — | Animal Rapport |
| 4 | 7,000 | 4d4 | 3 | 2 | — | — | — | — |
| 5 | 14,000 | 5d4 | 3 | 2 | 1 | — | — | Weather Sense |
| 6 | 28,000 | 6d4 | 3 | 3 | 2 | — | — | — |
| 7 | 56,000 | 7d4 | 4 | 3 | 2 | 1 | — | Spirit Guidance |
| 8 | 120,000 | 8d4 | 4 | 4 | 3 | 2 | — | — |
| 9 | 200,000 | 9d4 | 5 | 4 | 3 | 2 | 1 | Seidr Mastery |
| 10 | 280,000 | 9d4+1 | 5 | 5 | 4 | 3 | 2 | Stronghold and followers |
| 11 | 360,000 | 9d4+2 | 6 | 5 | 4 | 3 | 2 | — |
| 12 | 440,000 | 9d4+3 | 6 | 5 | 5 | 4 | 3 | — |
| 13 | 520,000 | 9d4+4 | 6 | 6 | 5 | 4 | 3 | — |
| 14 | 600,000 | 9d4+5 | 7 | 6 | 5 | 5 | 4 | — |
| 15 | 680,000 | 9d4+6 | 7 | 7 | 6 | 5 | 4 | — |
| 16 | 760,000 | 9d4+7 | 8 | 7 | 6 | 5 | 5 | — |
| 17 | 840,000 | 9d4+8 | 8 | 8 | 7 | 6 | 5 | — |
| 18 | 920,000 | 9d4+9 | 9 | 8 | 7 | 6 | 5 | — |
| 19 | 1,000,000 | 9d4+10 | 9 | 9 | 8 | 7 | 6 | — |
| 20 | 1,080,000 | 9d4+11 | 9 | 9 | 8 | 7 | 6 | — |
The Volva is a powerful mystic and seeress, revered and sometimes feared, who channels the ancient magic of the land, spirits, and the threads of fate. Unlike traditional magic-users who study arcane secrets or clerics who draw upon divine power, the Volva’s abilities stem from an innate connection to the primal forces of the world and the wisdom of ancestral spirits. Her path is one of prophecy, subtle influence, and understanding the deep currents of existence.
Volvas are often figures of mystery and power, holding a unique place in their communities. They are typically revered for their wisdom and foresight but may also be feared due to the darker, more unpredictable aspects of their seidr and their dealings with spirits. They often carry a distinctive staff (a seidstafr) as a symbol of their authority and connection to the spirit world. Their attire might be adorned with natural components like bone, feathers, or etched wood, reflecting their deep bond with the land and its creatures. While not usually frontline combatants, their ability to manipulate the environment, influence minds, and divine secrets makes them invaluable to any adventuring party.
The prime requisites for Volva are Wisdom and Charisma; a character must have a score of 14 or more in her prime requisite to become a Volva. A Volva with a Wisdom or Charisma score of 16+ in her prime requisite gains +5% to earned experience points; a score of 18 gains 10%. They may only use light armor and no shields, and may use daggers, staves, slings, clubs and shortbows as weapons. A Volva saves and hits as a Magic-User.
Special Class Abilities
Spirit Sense (Level 1): A Volva can detect the presence of powerful natural spirits (elementals, fey, undead tied to the land like barrow-wights, certain monstrous beasts) within 30 feet, though not their exact location or type. This sense manifests as an uneasy feeling, a faint whisper, or a chill in the air, not a direct visual. Once per day, she can focus for 1 round to get a more precise sense of direction and general power level of such spirits.
Ritual Trance (Level 1): The core of a Volva’s preparation. To prepare spells, the Volva must enter a ritual trance. This takes 1d4 rounds of concentration (which can be interrupted by taking damage or a hostile action). During this trance, the Volva is vulnerable (AC becomes 9 [7 with leather armour], unable to move or take other actions). This trance can be performed once per day per level for a duration equal to 1 turn per level. If the trance is interrupted, the Volva is disoriented and cannot attempt another trance for 1d6 rounds.
Animal Rapport (Level 3): The Volva gains an intuitive understanding of basic animal intentions and can be understood by animals. She gains a +2 bonus on Charisma checks when interacting with non-magical animals.
Weather Sense (Level 5): The Volva can predict local weather conditions up to 24 hours in advance with uncanny accuracy. This also grants a +2 bonus to any saving throws against naturally occurring cold effects or extreme weather (e.g., blizzards, hailstorms).
Spirit Guidance (Level 7): Once per day, during a Ritual Trance, the Volva can touch herself or an adjacent ally to channel minor restorative energy from benevolent spirits, healing 1d6 hit points. This is a calming, natural healing, not a divine intervention.
Seidr Mastery (Level 9): The Volva’s connection to the mystical energies deepens. She gains a permanent +1 bonus to her Wisdom or Charisma score (whichever is higher, cannot exceed 18). Any divination spells she casts (e.g., Divination, Commune) are subtly enhanced, potentially yielding clearer answers or broader insights at the GM‘s discretion.
Stronghold and Followers (Level 10): Upon reaching 10th level, a Volva may establish a stronghold, typically a sacred grove, a secluded hut, or an ice cave (depending on the setting). This stronghold will attract a number of followers as per standard BFRPG rules for a Sage.
Volva Spell List
- 1st Level: Charm Person, Detect Magic, Light, Nature’s Balm, Obscuring Mists, Sense Animals
- 2nd Level: Cure Light Wounds, Hold Portal, Peak with Animals, Spoke Growth, Web, Whisper of the Wind
- 3rd Level: Body of Snow, Commune with Nature, Hold Person, Remove Fear, Spirit Ward, Summon Animal
- 4th Level: Cure Serious Wounds, Divination, Hold Animal, Ice Path/Snow Bridge, Protection From Evil, Speak with Dead
- 5th Level: Commune with Greater Spirit, Confusion, Control Weather, Curse of Ill Fortune, Raise Dead (Limited), Sense Hidden Secrets




