LEVEL ONE |
LEVEL TWO |
LEVEL THREE |
LEVEL FOUR |
LEVEL FIVE |
LEVEL SIX |
LEVEL SEVEN |
---|---|---|---|---|---|---|
Bless |
|
|
|
Atonement + |
|
|
Command |
Chant |
|
|
Commune with Earth + |
|
|
|
|
Create Food & Water |
|
|
|
Earthquake |
Cure Light Wounds |
Detect Traps |
|
|
Dispel Evil |
|
|
Detect Evil |
|
Cure Disease |
|
|
|
Holy Word |
Detect Magic |
Know Alignment |
Dispel Magic |
Neutralize Poison |
|
Heal |
Regeneration |
|
Resist Fire |
|
Prot. from Evil 10ft r. |
|
|
Restoration |
Prot. from Evil |
Silence + |
Glyph of Warding |
|
|
|
|
|
Slow Poison |
|
|
|
Stone Tell |
Symbol |
|
|
Prayer |
Tongues |
True Seeing |
Word of Recall |
|
Resist Cold |
|
|
|
Earth Power |
Conjure Earth Elemental |
Animate Rock |
|
Spiritual Pick |
|
Cure Critical Wounds + |
Golem |
Hand of Earth I |
Hand of Earth II |
|
Fools Gold |
Cure Serious Wounds + |
|
Metalskin + |
Mother Lode + |
Renew Deposit + |
Detect Metals |
Heat Metal |
Delving |
Pillar of Borogar + |
Passwall |
Quest |
Rune of Im.Defence + |
Hold Undead + |
Hold Portal |
Destroy Lesser Undead + |
Restore Earth + |
Rock to Mud |
Statue |
****** (Stasis) |
Magic Stone |
Metal Analysis |
Earth Sense + |
Safe |
Wall of Iron |
Stone to Flesh |
? |
Stabilize Weapon |
Turn Undead + |
Meld into Stone |
Spike Stones |
? |
Transport Via Stones + |
? |
Stone Analysis |
? |
Stone Shape |
Stabilize Masonry |
? |
? |
? |
? |
? |
Stoneskin |
Wall of Stone |
? |
? |
? |
LEVEL ONE
Detect Gems –
[Cantabria only. Same as Detect Metals and Minerals but only
detects gems.]
Detect Metals (and Minerals) –
Casting:
1 round (VSM, Divination); Range: 0; Area: 120ft long, 10ft wide
path; Duration: 1 turn; Save: None. The caster concentrates on a
specific type of metal or mineral. If it is in the area of effect,
the exact location and approximate quantity are revealed. The caster
may try to detect different substances throughout the duration of the
spell, one type per round. The form in which they occur is shown:
pure, refined or raw ore. The caster can walk and still concentrate
on the spell, but cannot engage in strenuous activity and maintain
the spell. (Material component: Holy Symbol). [From
Dragon #129, similar to DMG Wand of Metal and Mineral Detection. In
Cantabria, detects metals only and Detect Gems is a separate
spell].
Hold Undead – As
AD&D 2nd-level Cleric spell Hold
Person, but
only undead creatures are affected.
Magic
Stone – As
D&D 3E spell (1st-level Cleric/Earth), but each stone has an
extra +1 bonus [as
per Dragon #129].
Stabilize
Weapon – Casting:
1 round (VSM, Alteration); Range: Touch; Area: 1 weapon; Duration: 1
hour/level; Save: n/a. This enchantment is cast upon a weapon.
For the duration of the spell, the affected weapon is immune to
damage: unbreakable. [SJW:
Adapted from Gods of Glorantha, Cults Book (Mostal, Sorcery
spell)]
Stone Analysis – Casting:
1 turn (VSM); Range: Touch; Area: One or more stone items; Duration:
1 round/lvl; Save: N/A. This spell allows the caster to
analyze stone items and identify their composition and stone type.
Contact for more than one round reveals any magical properties (c.f.
1st-level Magic-user spell Identify),
one per round, and longer contact may also reveal psychic impressions
of previous owners, if any (c.f. psionic devotion Object
Reading).
[SJW: adapted from
Identify/Object Reading]
LEVEL TWO
Detect Traps – As
AD&D 2nd-level Cleric spell, Find
Traps.
Spiritual
Pick – As
D&D3 spell, Spiritual
Weapon (C2),
but the weapon appearing is a Military Pick.
Fools Gold – As
AD&D 2nd-level Magic-user spell.
Heat
Metal – As
AD&D 2nd-level Druid spell.
Hold
Portal – As
AD&D 1st-level Magic-user spell.
Metal
Analysis – Casting:
1 turn (VSM); Range: Touch; Area: One or more metal items; Duration:
1 round/lvl; Save: N/A. This spell allows the caster to
analyze metal items and identify their composition and metal type.
Contact for more than one round reveals any magical properties (c.f.
1st-level Magic-user spell Identify),
one per round, and longer contact may also reveal psychic impressions
of previous owners, if any (c.f. psionic devotion Object
Reading).
[SJW: adapted from
Identify/Object Reading]
Turn
Undead – As
AD&D 2nd-level Cleric spell Hold
Person, but
only undead creatures are affected, and will flee for 1 turn.
LEVEL THREE
Cure Serious Wounds
– As
AD&D Cleric 4th-level spell, but cures 3d8 hit points and any
serious injury.
Delving
– Casting:
Standard (6s, VSM, Alteration); Range: Touch; Area: One person;
Duration: 10 mins/level; Save None. This spell enables the recipient
to dig through earth or even solid rock. With proper digging tools
they can do so at a rate of 20ft per round through soft earth, or 2ft
per round through solid rock (i.e. the same rate as an 'Underhulk');
without tools the rate is halved. (Note: an open tunnel is not formed
unless spoil is cleared, which would take the digger ~10 times
longer). [SJW:
Dwarf magic must at least equal some daft monster!]
Destroy
Lesser Undead – As
AD&D 2nd-level Cleric spell Hold
Person, but
only skeletons or zombies are affected, and will be destroyed.
Earth
Sense – Casting:
1 round (VSM, Divination); Range: 0; Area: Special; Duration: 3
turns/lvl. Save: None. This spell empowers a cleric to key his senses
into the surrounding earth or stone structure to monitor the
conditions of the area. This spell can be used to monitor all the
earth and stone in a spherical volume with a radius of 10ft per level
of the caster. The cleric is then able to note anything unusual or
important happening within the area of effect through a vague feeling
of unease or impending danger. Once the feeling is experienced, the
cleric may try to concentrate on determining the specific thing that
has set off the feeling of alarm. The chance of identifying the
specific event is 5% per level of the caster. Only one identification
roll can be made for each event that may trigger the feeling. If the
roll fails, the cleric is unable to determine the exact problem, but
does identify the general area where the problem is occurring. Once
the spell is cast, the dwarven cleric must remain quietly in place to
continue concentrating on the spell. If the cleric moves more than
10ft from the spot where the spell was cast or engages in strenuous
activity such as melee, the spell is broken. Many different things
may set off the feeling of alarm. Digging or sapping in the area,
movements by burrowing creatures, spells or magic that currently
affect the earth, non-silent movement across the earth or through a
nearby passage, strenuous physical activity (such as melee) occurring
on a section of the earth, or an impending natural disaster are all
things that can trigger the sense of alarm. A natural disaster that
sets off the alarm could be unstable geological conditions that
foreshadow a mine collapse or natural earthquake, a natural gas
pocket about to explode, or volcanic or geyser activity that could
become dangerous.
Dwarven clerics often maintain a line of
sentries in a stronghold and use this spell to monitor anything that
may signal an impending attack. Clerics might note a section of
castle wall being undermined, an attempt to batter through a castle
gate, invaders scaling a fortress wall, or a Passwall
spell
suddenly cast upon a section of stone wall. The material components
for this spell are the cleric's holy symbol and a small sample of
earth or stone from the area to be monitored. [from
Dragon #129, 3rd-level Cleric spell]
Meld
into Stone – Casting:
Standard (6s, VSM, Alteration); Range: 0; Area: Caster; Duration: 10
mins/level; Save None. This spell enables the priest to meld his body
and possessions into a single block of stone. The stone must be large
enough to accommodate his body in all three dimensions. When the
casting is complete, the priest and not more than 100 pounds of
non-living gear merge with the stone. If either condition is
violated, the spell fails and is wasted. While in the stone, the
priest remains in contact, however tenuous, with the face of the
stone through which he melded. The priest remains aware of the
passage of time. Nothing that goes on outside the stone can be seen
or heard, however. Minor physical damage to the stone does not harm
the priest, but its partial destruction, if enough so that the caster
no longer fits, expels the priest with 4d8 points of damage. The
stone's destruction expels the priest and slays him instantly, unless
he rolls a successful saving throw vs. spell. At any time before the
duration expires, the priest can step out of the stone through the
stone surface he entered. If the duration runs out, or the effect is
dispelled before the priest exits the stone, he is violently expelled
and suffers 4d8 points of damage. The following spells harm the
priest if cast upon the stone that he is occupying: Stone
to Flesh expels
the priest and inflicts 4d8 points of damage; Stone
Shape causes
4d4 points of damage, but does not expel the priest; Transmute
Rock to Mud expels
and slays him instantly unless he rolls a successful saving throw vs.
spell; and Passwall
expels
the priest without damage. [As
D&D 3E spell (3rd-level Cleric/Druid)]
Stone
Shape – As
AD&D 5th-level Magic-user spell.
Stoneskin
– As
D&D3 spell (Cleric/Strength 6th-level).
LEVEL FOUR
Cure
Critical Wounds – As
AD&D Cleric 5th-level spell, but cures 4d8 hit points and any
grievous/critical injury.
Pillar
of Borogar
– Casting: Standard (7s, VSM, Alteration); Range: 30ft; Area:
Special; Duration: 1 rnd/lvl; Save: None. This spell, first bestowed
to the ancient, dwarven high priest Borogar, causes a pillar of earth
to erupt upward from the ground. The Pillar rises up from a surface
of earth, stone, sand, or clay, but not from any other substance. The
height of the Pillar can be controlled by the caster, and can be
raised or lowered at will (in the same manner as an elevator is
controlled). The Pillar can be controlled while the caster is atop
the Pillar or beside it, as long as the caster is within 30ft of the
Pillar. The Pillar can attain a height of 10ft per level of the
caster. The Pillar's height can rise or fall at the rate of 60ft per
round (5ft/sec). The Pillar's width is normally 10ft in diameter, but
can be doubled to 20ft in diameter by reducing the Pillar's height by
one-half. It takes one round to alter the Pillar's diameter in this
way. A Pillar can rise vertically only - never horizontally or
diagonally. A Pillar can break through wooden flooring or roofing
slate of no greater than 1 inch in thickness. In this way, a Pillar
may be used as a vertical battering ram against light, thin
materials. The Pillar
of Borogar
might also be used to create a small, temporary islet in a marsh or
shallow pool of water if the Pillar can rise from the ground below
the water to reach the surface. The Pillar begins not from the upper
level of the ground, but from 10ft below the ground, where the earth
is more solid and not muddy. The Pillar can be destroyed by casting a
Transmute
Rock to Mud
spell at its earthen base, an attack by a water elemental,
precipitation equal in strength to a tropical storm, or by any other
means to turn the Pillar's earthen base into muck and mire. Material
component: a small cylinder made of earth or clay. [From
Dragon #129, 4th-level Cleric spell]
Restore
Earth – Casting:
1 round (VSM, Alteration); Range: Touch; Area: Special; Duration: 1
rnd./lvl; Save: None. This spell, a more powerful version of the
Stone
Shape spell,
allows a dwarven cleric to heal damage to an earthen structure. Once
the spell is cast, the structure restores itself toward its original
condition gradually over a period of time. The spell remains in
effect for as many rounds as the cleric has levels of experience. The
spell heals damage to stone, earth, or metal at the rate of one point
of structural damage per round. Thereafter, the repair to the earthen
structure is permanent (unless the structure is damaged again, of
course). If the structure is totally destroyed or demolished, the
spell has no effect. The spell cannot restore a castle wall that has
been battered into rubble or an iron gate that has been smashed to
pieces. The material component for this spell is a piece of clay with
iron fillings mixed into it, which is then shaped to resemble the
original appearance of the structure to be repaired. [From
Dragon #129, 4th-level Cleric spell]
Safe
– Casting:
1 hour (VSM, Alteration); Range: Touch; Area: 1 cu.ft./lvl; Duration:
Permanent until discharged; Save: n/a.
This
spell is cast upon a door or other closure of stone or metal
construction. The enchanted portal will not open until some specified
conditions are met, such as a password is spoken in a particular
language (c.f. Magic
Mouth).
Conditions can be that simple or more complex, such as answering
riddles, inserting 'key' items, or performing actions in a certain
order (e.g. turning a dial to particular points). [By
SJW]
Spike
Stones – Casting:
Standard (6s, VSM, Alt/Ench); Range: 30 yds.; AoE 10 ft.sq./lvl, 1
spike/sq.ft.; D 3d4turns+1/lvl; ST None. The Spike
Stones spell
causes rock to shape itself into long, sharp points that tend to
blend into the background. It is effective on both natural rock and
worked stone. The Spike
Stones serve
to impede progress through an area and to inflict damage. If an area
is carefully observed, each observer is 25% likely to notice the
sharp points of rock. Otherwise, those entering the spell's area of
effect suffer d4 damage per round (d6
if cast by a dwarven priest*).
The success of each attack is determined as if the caster of the
spell were actually engaging in combat. Those entering the area are
subject to attack immediately upon setting foot in the area and for
each round spent in the area thereafter. The initial step enables the
individual to become aware of some problem only if the initial attack
succeeds; otherwise movement continues and the spike stones remain
unnoticed until damage occurs. Charging or running victims suffer two
attacks per round. Those falling into pits affected by spike stones
suffer six such attacks for every 10 feet fallen, each attack having
a +2 bonus to the attack roll. In addition, the damage inflicted by
each attack increases by +2 for every 10 feet fallen. Finally, the
creatures also suffer normal falling damage. Material component: Four
tiny stalactites. [As
D&D 3E spell (4th-level Druid/Earth), *Dragon #129]
Stabilize
Masonry – Casting:
1 round (VSM, Alteration); Range: Touch; Area: 1 cu.yd./lvl;
Duration: 1 day/lvl; Save: n/a.
This
enchantment is cast upon a section of worked stone, of any shape. For
the duration of the spell, the affected masonry maintains its
position, no matter how top-heavy or unbalanced it is, even if it
becomes totally unsupported. [SJW:
Adapted from Gods of Glorantha, Cults Book (Mostal, Sorcery
spell)]
Wall
of Stone – As
AD&D 5th-level Magic-user spell.
LEVEL
FIVE
Commune
with Earth
– Casting:
1 turn (VSM, Divination); Range: 0; Area: Special; Duration: Special;
Save: None. This spell enables the dwarven cleric to become one with
his environment. The cleric is able to learn one fact about the
surrounding area for each level of experience he has, in much the
same manner as the druids' Commune
with Nature spell.
This spell is only effective in the typical dwarven environment of
rocky mountains or hills, or underground caverns or mines. The spell
operates in a radius of one-half mile per level of the cleric and to
a depth of one-quarter mile per level. Material components: the
cleric's holy symbol and a bit of earth, rock, or clay. [From
Dragon #129, 5th-level Cleric spell]
Earth
Power – Casting:
Special (VSM, Necromancy); Range: Touch; Area: 1 Person; Duration:
Special; Save: n/a. This
spell may only be cast upon a person who has performed a special
quest in order to receive it. Casting the spell requires a ceremony
lasting about an hour, but the effect is then suspended as long as
necessary: at any time thereafter, the spell effect will be triggered
automatically when required. The spell activates when any statistic
of the recipient drops below the minimum for life (HPs, Strength,
etc), thus preventing their death and allowing them to fight on by
drawing power directly from the earth. The Earth
Power will
immediately restore the recipient to full Hit Points, Power Points
and statistic values, but it can only activate when they are in
contact with the ground. (Material Component: Holy Symbol and full
religious paraphernalia). [SJW:
Adapted from Gods of Glorantha, Cults Book (Ernalda, 3pt Divine
spell)]
Golem – Casting:
Standard (8s, VSM, Enchantment/Charm); Range: Touch;
Area: One statue;
Duration: Permanent;
Save: None. In order for this spell to operate, the cleric must first
construct the form of the Golem
to
be made. All Golems
must
be man-shaped and approximately man-sized, although they can be as
small as 3ft or as large as 7ft tall. Clay
is the usual material – others are possible but their use is
impious. Construction takes about a week. The
cleric must do this personally and then place a Prayer
spell
upon it and, while
that is in effect, cast this spell which includes placing runic marks
upon the construct (or inside it, scribed on parchment) to complete
the enchantment. The caster must also sacrifice some of their
personal will-force to make the creature animate [AD&D 250xp, RQ
3 POW]. It will then follow spoken commands of it's creator. Golems
cannot speak and apparently have no minds; spells such as charm,
fear; hold, sleep, and the like have no effect on them, but they can
comprehend and carry out simple instructions involving no more than a
dozen words. The dweomer of the lesser golem enables it to save as if
it were a cleric of the same experience level as the one who created
it. (Lesser Clay
Golem: AC7, MV6”,
HD5+10, hp50, #ATl, D 3-12, SD +1 or better magic weapon to hit,
immune to slashing
and piercing weapons.
Carrying capacity is 60 pounds [RQ Stats ???]).
Material
components: Esoteric ingredients and vestments costing 1000gp
[Cant.100gp]. [SJW:
adapted from Golem, 5th-level Cleric spell, Unearthed Arcana 1st ed.
(c.f. Animate Dead).
No straw, rope, leather or wood
golems thank you – they're just silly!].
Metalskin
– Casting:
1 action (VSM, Transmutation/Alteration); Range: Touch; Target:
Creature touched; Duration: 1 minute/level; Save: None. This spell
transforms the skin of the recipient into a gleaming metallic
surface. The recipient's natural armor bonus becomes +8 (unless it
was already better than +8), but the creature also becomes somewhat
slow and stiff, suffering a -2 penalty to effective Dexterity for the
duration of the spell. Material Component: a
strip of metal foil (Dragon #129).
[From
Oriental Adventures, 5th-level Wu-Jen]
Passwall
– As
AD&D 5th-level Magic-user spell.
Rock
to Mud – As
AD&D 5th-level Magic-user spell Transmute
Rock to Mud (n.b.
castable reversibly, turning mud to rock).
Wall
of Iron – As
AD&D 5th-level Magic-user spell.
LEVEL SIX
Conjure
Earth Elemental – As
AD&D 7th-level Druid spell.
Hand
of Earth I (aka. Hand
of Borogar) –
Casting:
Standard (9s, VSM, Alteration/Conjuration/Summoning); Range: 60ft;
Area: Special; Duration: 1 rnd./lvl; Save: None. This spell causes a
great hand of earth and stone to emerge from any earthen surface -
floor, wall, or ceiling. Once created, the hand performs the bidding
of the caster for the duration of the spell. The base of the hand is
rooted to the spot chosen by the caster, and cannot move from that
spot. The hand does, however, have a reach of 10ft in any direction.
The hand possesses a strength equal to that of a stone giant [AD&D:
20; D&D3E/Cant/RQ: 26 (+8dam)].
The hand could be used to uproot a small tree, lift a boulder, or
help support a structure threatening to collapse. The hand is too
slow and awkward to grab any object that can move faster than 3”
per round, but if the hand grasps a living creature, it inflicts 2-12
hp constriction damage per round if the spell-caster so commands. The
hand can also punch an opponent chosen by the caster. The hand can
attack once per round, attacking with the same chance to hit in melee
as the spell-caster. The hand always attacks last in a melee round
because it is so slow. The hand does 2-16 hp damage when it punches.
The hand can also attack by hurling stones just as does a stone
giant, provided there are sufficient boulders within its reach. The
hand can hurl stones a maximum range of 300ft, and a boulder inflicts
3-30 hp damage if it hits. The Hand
of Borogar has
AC 4 and can sustain 30 hp damage before being destroyed. Sharp
weapons inflict only one-half damage to the hand. The Hand
of Borogar can
also be destroyed by turning its earthen base into mud and mire, so
it is vulnerable to any of the attacks that may destroy the Pillar
of Borogar (a
4th-level spell). The material components for this spell are a pinch
of earth and a finely crafted, miniature stone fist worth no less
than 1,000 gp [Cant.100gp].
[From Dragon #129,
6th-level Cleric spell]
Mother
Lode
– Casting:
3 turns (VSM, Divination); Range: 0; Area: Special; Duration:
Special; Save: None. With this spell, a dwarven cleric can locate a
major ore deposit of any metal or mineral. When the spell is cast,
the type of deposit to be located must be specified. Only one type of
deposit may be divined per casting of the spell. Furthermore, the
material component employed in the spell must pertain to the type of
deposit sought. For example, a tiny iron anvil is required to find
the location of an iron ore deposit, while a diamond must be expended
to locate a diamond mine. The cost of the material component must be
comparable to the value of the deposit to be found. Typical material
components will cost 1,000gp for base metals, 5,000gp for precious
metals or gemstones, or 10,000gp for very rare metals such as mithral
or adamantite [Cant.
100, 500 or 1000gp].
Once the spell is cast, there is a 100% chance of finding the deposit
if the deposit is within the area of effect of the spell. The DM must
decide whether such a deposit is present because the DM is the only
one who knows the geology of his game world. Obviously, the rarer the
substance, the less chance there is of the deposit being present. If
the DM wishes to leave the decision of whether the ore is present up
to chance, he may use the following percentages: 60% chance for
finding a desired base metal, 30% chance for a precious metal ore or
gemstone deposit, 5% for a very rare substance, and 5% for no
substance whatsoever. The spell detects the desired deposit in a
radius of 10 miles per level of the caster and to a depth of one-half
mile per level. Any deposit located should be quite substantial, an
amount sufficient to support the needs of a dwarven community for
months or even years. Material components: Cleric's holy symbol and a
small amount of the ore to be found. [From
Dragon #129, 5th-level Cleric spell. Ref. Mining Rules in
Dungeoneer's Survival Guide.]
Quest
– As
AD&D 5th-level Cleric spell.
Statue
– As
AD&D 7th-level Magic-user spell.
Stone
to Flesh – As
AD&D 6th-level Magic-user spell (n.b. castable reversibly,
turning flesh to stone). [NB: Turning volumes of natural stone to a
mass of flesh is forbidden].
Transport
Via Stones – As
AD&D 6th-level Druid spell Transport
Via Plants,
but travel is between specially constructed rune-carved menhirs
(usually in Dwarven temples).
LEVEL
SEVEN
Animate Rock – As
AD&D 7th-level Druid spell.
Hand
of Earth II – As
the 6th-level spell Hand
of Earth I (Hand of Borogar) but
the Hand
can
merge back into the earth, to reappear anywhere in range and attack
next round. [SJW]
Renew
Deposit – Casting:
2 hours (VSM, Alteration); Range: Touch; Area: 1 Mine; Duration:
Special; Save: None. With this spell a Dwarven High Priest can renew
the normally non-renewable mineral resources upon which Dwarven
society depends. With this spell a depleted mineral or metal ore
deposit can slowly grow and renew itself. First a mineral 'seed' must
be prepared, of the same type as the deposit to be renewed. The value
of the seed ranges from 5000gp [Cant:
500gp] for
a base metal (such as Iron) up to 25000gp [Cant:
2500gp] for
a very rare substance (such as Mithril). Once the spell is cast, the
depleted deposit slowly grows new ore until the vein is completely
renewed. The rate of renewal depends on the substance: Base metal
(e.g. Iron, Copper) 5-30 years; Precious metal (e.g. Silver, Gold)
20-80 years; Very rare metal (e.g. Mithril) 70-100 years;
Semiprecious stones 5-20 years; Fancy stones 10-60 years; Gemstones
20-80 years. The substance grows until the original volume of the
deposit is renewed. If the vein is again depleted, the spell may be
cast again. If the vein is hastily mined before it is fully renewed,
the spell is broken and no further growth occurs. Furthermore, no
regrowth can ever occur even if the spell is cast again because the
vein will have been spiritually polluted. (Material component: The
vastly expensive mineral 'seed'). [From
Dragon #129]
Rune
of Impenetrable Defence – Casting:
12 turns (VSM, Alteration/Evocation); Range: 60ft; Area: Special;
Duration: Special; Save: Special. This spell is used to strengthen
the fortifications of a dwarven stronghold by increasing the
resistance of a castle wall, gate, portcullis, drawbridge, or other
defensive structure against physical or magical attack. The spell is
cast by a circle of dwarven clerics linked by
a combine spell in
combination.
Next, a large rune is inscribed on the surface of the structure to be
protected in the last turn of the spell-casting. The rune is created
to protect a surface of up to 2,500 square feet in area (such as a
50x50ft section of castle wall). The rune is invisible after the
spell is cast, but may be revealed by a Detect
Magic spell.
The protection provided by the rune is not permanent; it expires
after one month, and the rune fades away if the spell is not renewed.
To renew the rune's power, a dwarven cleric of at least 7th-level
experience must cast a Glyph
of Warding spell
upon the rune before it fades; the rune is thus renewed and remains
in effect for another month. The dwarves must constantly renew the
runes protecting a stronghold every month on a regular schedule, or
else the runes fade away and become useless.
This powerful rune
protects a surface from the attacks of battering rams, siege
machines, stones hurled by catapults or giants, ballistae missiles,
or other such physical attacks that inflict structural damage. All
physical attacks inflict no damage to the surface. A section of
castle wall or stone tower protected by this rune cannot be
undermined and collapsed by sappers, because the rune maintains the
strength and integrity of the structure and its underlying
foundation.
This rune also provides protection from many magical
attacks. Against an attack that inflicts structural damage, such as a
Lightning Bolt,
Disintegrate
spell,
or a Horn of
Blasting,
a saving throw vs. spells may be made to reduce the damage by half.
The saving throw made by the structure is that used by a 19th-level
or greater cleric. Thus, if an Earthquake
spell
strikes a structure protected by this rune, the earthquake's damage
is reduced by 50% if a saving throw of 7 or better is rolled. If the
save vs. spells is made against a Passwall
spell
cast upon a protected surface, the Passwall
does
not take effect.
This rune has one additional protective function.
If a Prayer
spell
is cast upon the rune by a dwarven cleric, any structural damage
suffered by the protected structure repairs itself at the rate of two
points of damage per round. The repair continues for as long as the
Prayer
spell
is in effect.
It is possible for the rune to be destroyed or
dispelled, of course. If the surface upon which the rune is inscribed
is utterly destroyed, the rune is also destroyed, and no repair may
take place even
if
a Prayer
spell
is cast upon the rune. A section of castle wall reduced to rubble or
a drawbridge smashed apart also loses its protective rune. A Dispel
Magic spell
cast by a high-level spell-caster might possibly dispel the rune.
Again, the rune is treated as if cast by a 19th-level or greater
cleric.
The material components for this spell are a golden
writing stylus with a diamond point (worth at least 5,000gp [Cant.
500gp]),
which is used to inscribe the rune, and the holy symbols of all the
clerics involved in the combine circle. [from
Dragon #129, 7th-level Cleric spell]
******
(Stasis) – Casting:
Std (9s, VSM, Alteration); Range: Touch; Area: One creature/area;
Duration: Permanent; Save: None. The subject enters a state of
suspended animation, for which time ceases to flow and it's condition
becomes fixed. It does not grow older, body functions virtually cease
and no force or effect can harm it. This state persists until the
magic is removed by a
successful Dispel
Magic spell
the caster's specified
conditions being met
(c.f. Magic Mouth, Safe).
Material component is a powder composed of diamond, emerald, ruby and
sapphire dust of value at least 5000gp [Cant.
500gp].
Dumathoin's secret magic allows this spell to be alternatively cast
on an area, with occupants, even an entire dwarven hold. The
hold/area is thus protected from harm, being sealed from entry,
sinking below the surface of the earth as necessary and hidden from
magical means of detection (c.f. Imprisonment).
Any Rune of
Impregnable Defence or
similar magics remain in effect without maintenance. [Adapted
from AD&D
9th-level Magic-user spell, Temporal
Stasis (1e/3E) by SJW.]
Description: -
Deity: |
Dumathoin, Keeper of Secrets under the Mountain, Protector of the Dwarves |
Sphere: |
Secrets, Earth (and the Afterlife), caverns, tunnels, mines, metals, gems |
Alignment: |
Neutral |
Symbols: |
Gem inside a Mountain |
Holy Days: |
??? |
Services: |
Monthly (New Moon) |
Sacrifices: |
Gems & Jewels |
Priestly Garb: |
Bare head, Leather apron, Brown raiment |
Weapons: |
Mattock, Pick, Hammer, Crossbow. |
Armour: |
Leather |
Skills/Traits: |
?/? |
<”Before Time”: Prehistory/Gods War>
<Events in historical times, post Gods War>
<Funeral customs, Fate of worshippers souls>
<Holy symbols, animals etc>
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Places of worship are underground temples carved from natural rock.
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Only male dwarves may become clerics of Dumathoin. Minimum requirements are Int, Wis >12 and Cha >9. ??
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3rd Level : Hold secret, the priest is able to keep a secret from
any means.
5th Level : Gains earth elemental familiar (normally a
gargoyle)
7th Level : Remains silent even when casting, no V
component
9th Level : ******
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Cleric/Rangers: Train in xxx and leadership they have minimum
requirements of Str >12, Wis, Dex, Per >14, Con >10 : Cha >9
??: Moradin ?
B. Friendly (Goodwill)
??: ?
C. Neutral (Tolerance)
??: ?
D. Hostile (Antipathy)
??: ?
E. Enemy (Hatred)
??: ?
Greater god
ARMOR CLASS: 26 [-2]
MOVE: 45’ (9”)
or 15’ (3”) burrowing [9”(48”)]
HIT
POINTS: 550 [366]
ATTACK BONUSES: +27/+20/+19
DAMAGE/ATTACK:
10d4+22 (warhammer) [10-40 +14]
SPECIAL ATTACKS: Summon
elementals
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC
RESISTANCE: -14 [70%]
SIZE: Large (18’)
ALIGNMENT:
Neutral
WORSHIPPER’S ALIGN: All alignments (dwarves)
SYMBOL:
Gem inside a mountain
PLANE: Concordant Opposition
CLERIC: 15th
cleric/15th druid [14th]; FIGHTER: 10th [16th];
MAGIC-USER: See below/14th illusionist; MONK: Nil; THIEF: 12th
S:
25 (+10) I: 23 (+8) W: 25 (+10) D: 20 (+5) C: 25 (+10) CH: 21 (+6)
[CH: 18(24) CM: 13(16)]
Dumathoin is said to hide the secrets of the earth until they are ready to be uncovered by the diligent and the deserving. He is the protector of the mountain dwarves, the keeper of all metals. He lays veins of iron, copper, gold, silver, and mithril where he feels they will do the most benefit to his followers when found. Dumathoin has never been known to speak, instead keeping his wisdom to himself (though he may send subtle clues to keen observers on the nature of the world).
When Moradin named him protector of the mountain dwarves, Dumathoin created a "paradise" for the mountain dwarves to enjoy. He was angered at first when the dwarves started to "destroy" the mountains he had provided for them, but his anger turned to pleasure when he saw the finely crafted metal items the dwarves produced from the ore they had mined. His enemies are those (dwarven or otherwise) who plunder the earth’s riches and take them away for unfair or selfish purposes. He does not object to tunneling, mining or the keeping of treasures underground, however. Miners see him as their patron, and often carry a small diamond or gemstone in their pockets to attract the favor of the god.
Dumathoin appears to be a gigantic dwarven figure with hair and beard of gray stone, earth-brown skin, and eyes of silver fire. He owns a great two-handed mattock (+5) of solidified magma. Once per day, he may summon 3-18 earth elementals (16 hit dice each) at will instantly; they will fight for him to the death. Dumathoin may also use all metal-, earth-, or stone-related magic-user spells at the 30th level of ability, but cannot use any other magic-user spells.
Dumathoin maintains friendly relations with non-dwarven deities, though only a few. One of his closest allies is Hephaestus, whom he supplies with adamantite ore. Other gods of metalcraft and the earth sometimes do business with Dumathoin and his representatives for metals and ores as well. For these reasons, clerics of this god are sometimes involved in business ventures in the selling of metals and similar materials.
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(SJW, 28 February 2012)