LEVEL ONE |
LEVEL TWO |
LEVEL THREE |
LEVEL FOUR |
LEVEL FIVE |
LEVEL SIX |
LEVEL SEVEN |
---|---|---|---|---|---|---|
Bless |
Augury |
|
|
Atonement |
|
|
Command |
Chant |
Continual Light |
Detect Lie |
Commune |
|
|
|
|
|
Divination |
Cure Critical Wounds |
Blade Barrier + |
Earthquake |
Cure Light Wounds |
Find Traps |
Cure Blindness |
|
Dispel Evil |
|
|
Detect Evil |
Hold Person |
Cure Disease |
|
|
Find the Path |
Holy Word |
Detect Magic |
Know Alignment |
Dispel Magic |
Neutralize Poison |
|
Heal |
Regeneration |
Light |
|
|
Prot. from Evil 10ft r. |
Plane Shift |
|
Restoration |
Protection from Evil |
|
Glyph of Warding |
|
Quest |
|
Resurrection |
|
Slow Poison |
Locate Object |
|
Raise Dead |
Stone Tell + |
Symbol + |
Remove Fear |
|
Prayer |
|
True Seeing |
Word of Recall |
|
|
|
Remove Curse |
Anvil |
Earth Sense |
Animate Rock |
Divine Craftsmanship + |
|
Spiritual Hammer |
|
Control Temperature |
Wall of Iron |
Conjure Earth Elemental |
Iron Body + |
Animate Weapon |
Enhance Skill |
Cure Serious Wounds |
Enchant Weapon |
? |
Earth Power |
Miracle + |
Cure Burns |
Heat Metal |
Fire Hammer |
Meld into Stone |
? |
Forbiddance + |
Prot. f. Forged Weapons |
Detect Metal |
Identify Mechanics |
Moradin's Breath |
Restore Earth |
? |
Statue + |
? |
Resist Elements + |
Protection from Fire |
Stone Shape |
Wall of Stone |
? |
? |
? |
? |
Strength |
? |
? |
? |
? |
? |
? |
Turn Undead + |
? |
? |
? |
? |
? |
LEVEL ONE
Animate Weapon -
Casting:
Standard (4s,VSM); Range: Touch; Area: 1 weapon; Duration: 1
minute/level; Save: n/a. Animates one weapon to attack one opponent
as instructed by the caster. [SJW]
Cure
Burns - Casting:
Standard (5s,VS); Range: Touch; Area: Person touched; Duration:
Instant; Save: n/a. Cures all damage and injuries caused by burning.
[SJW]
Detect
Metals - Casting:
Standard (1rnd,VSM); Range: 30ft???????; Area: Person touched;
Duration: Instant; Save: n/a. Cures all damage and injuries caused by
burning. [SJW]
Resist
Elements – As D&D3
spell (C2).
LEVEL TWO
Enhance Skill -
????
Heat Metal – As
2nd-level AD&D spell.
Identify Mechanics
- ????
Protection
from Fire - ????
Strength
– As 2nd-level Magic-user
spell.
Turn Undead – As
AD&D Cleric 2nd-level spell Hold
Person, but
only undead creatures are affected, and will flee for 1 turn. [SJW]
LEVEL THREE
Cure Serious Wounds
– As
AD&D Cleric 4th-level spell, but cures 3d8 hit points and any
serious injury.
Fire Hammer -
???? (like Fireblade – but better?)
Moradin's
Breath - ???? brings suits
of armour alive (and/or weapons?) to fight (other things?
Triggerable?? like Magic Mouth)
Stone Shape
- As 3rd-level Druid spell.
LEVEL FOUR
Anvil -
????
Control Temperature -
As 4th-level Druid spell.
Enchant Weapon
- As 4th-level Magic-user spell,
Enchanted Weapon.
Meld
into Stone - As D&D3
spell (Cleric 3).
Restore Earth -
????
Wall of Stone -
As 5th-level Magic-user spell.
LEVEL FIVE
Cure Critical Wounds
– As
AD&D Cleric 5th-level spell, but cures 4d8 hit points and any
critical/grievous injury.
Earth Sense
- ????
Wall
of Iron – As
5th-level Magic-user spell.
LEVEL SIX
Animate Rock -
As 7th-level Druid spell.
Conjure Earth
Elemental - As 7th-level
Druid spell.
Earth Power -
????
Forbiddance -
As D&D3 spell (Cleric 6).
Statue -
As 7th-level Magic-user spell.
LEVEL SEVEN
Divine Craftsmanship
- ????
Iron
Body - As D&D3 spell
(Cleric/Earth 8).
Miracle – As
D&D3 spell (Cleric 9).
Protection from
Forged Weapons - ????
Enchant Runestones (Divination/Ritual) (C
2nd - Dwarven) [From Dragon #129]
VSM; CT 1 Turn; R 10ft; AoE One
set of runestones; D Permanent; ST None.
With this spell, a Dwarf
may prepare a set of Runestones to give greater accuracy in the
casting of Augury and Divination spells. The cleric makes a set of
6-20 stones, inscribing them with special Dwarven runes, and casts
this spell upon them. When a divination spell is cast, the Runestones
are tossed upon the ground and read as part of the divination
process. The reading of the Runestones gives greater accuracy with
divination spells, the exact gain in accuracy varying from spell to
spell (Augury & Divination +10% accuracy; others double duration
or similar). (Material components: the Runestones and a Holy Symbol).
Enhance Skill (Enchantment) (C 2nd - Moradin)
[SJW]
VSM; CT 1 Turn; R Touch; AoE Individual; D One Job; ST
None.
The recipient of this spell gains a bonus to one of the Six
Favoured Skills The Favoured Skills are Smithing, Armouring,
Weaponcrafting, Gem Cutting, Stonemasonry and Fighting (with Hammer,
Axe or Pick). The caster decrees which skill will be enhanced and the
task to be performed. The bonus lasts until the recipient completes
or otherwise ceases working on the task. Any period of rest will
break the spell. Typical tasks are: forging an axe, cutting a gem,
fighting an enemy. The bonus is +5% (weapons +1 to hit) per level of
caster, up to a maximum of the normal skill of the recipient (or
proficiency bonus [AD&D: level]). (Material component: Holy
Symbol).
Enchant Weapon (Divination) (M 4th) [Adapted
from PHB, by SJW]
VSM; CT 1 Turn; R Touch; AoE One Item; D
Special; ST None.
This spell turns an ordinary weapon into a
magical one. The weapon will be the equivalent of a +1 (+5%) weapon
for 1 Turn per level. One normal-sized weapon or two small weapons
(e.g. arrows, bolts or quarrels) can be affected. This spell can also
affect armour and shields, not just weapons. Note particularly that
this spell can be used to bestow a permanent bonus on the item: if
successive Enchant Weapon spells are cast during the manufacture of
an item so that is continually affected, then the item will take on
the +1 bonus permanently (over and above any quality from the
crafter's skills). (Material component: Holy Symbol of Moradin (or
powdered lime & carbon)).
Restore Earth (Alteration) (C 4th - Dwarven)
[From Dragon #129]
VSM; CT 1 round; R Touch; AoE Special; D 1
round per level; ST None.
This spell allows a Dwarven cleric to
heal damage to an earthen structure. Once the spell is cast, the
structure gradually restores itself. For each round the spell remains
in effect, the stone, earth or metal fabric is healed of one point of
structural damage. The spell cannot restore structures which have
been totally destroyed, such as a castle wall battered to rubble or
an iron gate smashed to pieces. (Material component: a small
piece of clay mixed with iron filings and roughly moulded to resemble
the original structure).
Grow Pointy Ears (Alteration) (C 5th -
Dwarven) [MSW/SJW]
VS; CT 1 round; R 0; AoE 1 mile radius; D
Permanent; ST None.
With this spell, a Dwarven cleric can ensure a
good supply of kindling for starting fires, be they forge fires, camp
site fires or forest fires. When the spell is cast, all Pointy Ears
(i.e. Elves) within the area of effect are literally rooted to the
spot and irrevocably stiffen up. Thereafter they will sprout leaves
and generally continue to grow like trees, if allowed to - however,
their wood makes excellent kindling so they are usually harvested.
Earth Sense (Divination) (C 6th - Dwarven)
[Adapted from Dragon #129]
VSM; CT 1 Turn; R 0; AoE 1/4 mile
radius per level; D Concentration; ST None.
This spell empowers
the cleric to key his senses into the surrounding earth or stone to
monitor the conditions of the area. The cleric is then able to note
anything unusual or important happening within the volume of effect,
via a vague feeling of unease or impending danger. If such a feeling
is experienced, the cleric may then try to concentrate on determining
the specific cause. The chance to successfully identify it is 5% per
level of the caster. Failure identifies the general area in which the
problem is occurring but not the specific cause. There are many
things which could cause alarm: large-scale digging, sapping,
unsympathetic mining, large burrowing creatures, earth-affecting
magic, heavy movements under or overground, pre-earthquake stresses,
build-up of dangerous gas pockets, volcanic activity, etcetera. Note
that this spell may only be cast at a properly consecrated altar
under stone (that is, underground or in a stone building). (Material
components: Holy Symbol and a sample of stone from the area).
The Dwarven gods grew from the primordial mountains before the
dawn of time. Moradin is the greatest of the Dwarven gods and leader
of them all. His wisdom and leadership held the clan of the Dwarven
gods together in its struggles with the gods of other races. Great
battles were fought with the gods of other races who wished to drive
the Dwarven gods from the mountains, and the Dwarven gods were ever
outnumbered.
The gods of Orcs and Giants were amongst those
ancient enemies but by far the bitterest battles were fought against
Maglubiyet and other Goblin gods who ravaged the underworld and
threatened the Dwarven gods' sacred homeland.
Moradin is a great
warrior but, more than that, he is the finest smith and crafter of
all - other immortals notwithstanding. He gained the trust of
Dumathoin, who showed him the marvellous bounty of the metals and
minerals under their mountain home, and earned that god's undying
loyalty by cutting a rough gem to reveal the secret beauty which lay
within.
Moradin created the superlative armour which
protected the other gods and the weapons they used but, moreover,
directed the best use of those tools to make sure they were used
wisely and successfully. With the unity inspired by Moradin's
leadership, and the weapons and armour forged by his skill - as well
as the reckless bravery of Clanggedin - the Dwarven gods won a
permanent place for themselves in the mountains. Where Clanggedin
might decide the tactics to be used in a given encounter it was
Moradin who was the supreme strategist and planned the victories.
The
stature of the Dwarven gods was earned by the greatness of the deeds
they respectively performed - this is reflected in their physical
stature. Moradin's height is twenty feet: no other Dwarven god stands
as tall, for his deeds are the greatest and most honourable.
At
the Dawn of Time, he created the Seven Fathers of the Dwarves in his
workshop, the Soul Forge, beneath the Holy Mountain. As the First
Dwarves cooled, he blew the Breath of Life into them, bestowing upon
them the gift of his creativity and, of necessity, free will.
Abbathor saw the Dwarves and, appreciating the exquisite
craftsmanship with which they were fashioned, desired them for his
own. But Moradin, with great wisdom and foresight, appointed
Dumathoin as protector of the Dwarves.
The Dwarves, imbued with the creative spirit of Moradin, use the
secrets that Dumathoin shares with them to delve into the earth and
bring out the hidden beauty that lies within that realm: Great cavern
systems, sympathetically carved from the living rock; gold and gems
brought forth to shine with the splendour born of loving
craftsmanship; other metals and minerals liberated from the base ores
to make the fine tools with which the world can be made a better and
more orderly place.
It is said that the greatest of all mortal
dwarves, the First Dwarven King, forged the Axe of the Dwarvish Lords
with the direct aid of Moradin, the Soul Forger, himself. As a result
the King was able imbue the Axe with its own spirit, confirming that
Dwarves had inherited Moradin's creative talents. Since then other
great Dwarven craftsmen have emulated this great deed, in accordance
with the will of Moradin the Soul Forger.
The devout worshippers of Moradin live, after death, in the Halls
around the Soul Forge within his Holy Mountain. There they continue
the work of their lifetimes, and are taught to perfect their crafts
by great Dwarven master craftsmen of the past - and, sometimes, even
by Moradin himself. This is very much a continuation of material
life, as befits the Dwarven ideal of stability. Therefore there is no
ban on the dead being resurrected (as, for example, is imposed upon
Clanggedin Paladins fallen in battle): it is merely a question of
where the Dwarf can best continue his work.
If the deceased has
important work unfinished upon the material plane, he may well - if
Moradin wills - return to attempt its completion. In the vast
majority of cases, however, it is recognised that a Dwarf will be
much better off in the Halls of Moradin.
Deceased Dwarves should
always be buried under stone. Sometimes this is only a cairn of
boulders, but preferably they should be entombed in catacombs deep
underground where it is certain that Dumathoin will watch over the
body, until it returns to the stone and metal from which it was made.
Frequently, a Dwarf will be buried with the favourite tools of his
trade, so that he may continue to use them in the spirit world.
The Hammer is the Holy Symbol of Moradin. His Crafter-Priests
display the device of an upright glowing hammer, using either an
actual hammer or a gold miniature of one as the Holy Symbol component
of their spells.
Crafter-Priests robes are vary depending
upon the temple of their allegiance but are always earthy colours:
Smithing : Black |
|
Armouring : Silver |
|
Weaponcrafting : Grey |
|
Gem Cutting : White |
|
Stonemasonry : Dark Grey |
|
Fighting : Brown |
Others of his followers, wishing to display unusual piety, use the device of the Hammer above the Anvil (the other major tool of his trade). Paladins, or would-be paladins, are wont to do this. Moradin teaches that no race or creature is greater than the Dwarven Race. Therefore no Dwarven sect has a living creature as its Holy Symbol, and none hold any animal as particularly sacred.
Moradin is owed worship by all Dwarves, as he is the creator and
inspiration of the Dwarven Race. Active worship reminds Dwarves of
their responsibility to use wisely the creative Spirit of Moradin
which lives within them. Moradin is the Greatest and Leader of all
the Dwarven gods (even Abbathor defers to him). As a result
individuals primarily worshipping one of the other Dwarven gods are
also, indirectly, worshippers of Moradin.
All Dwarves are at
least lay worshippers of Moradin, except for outcasts. His continued
worship underpins and binds together all of the Dwarven sects, and
thus unites Dwarven society against the largely hostile outer world.
The Church of Moradin affects all levels of Dwarven society. The craftsmen labour according to Moradin's will and tithe to their Kirk (Chapel); the Lords and King listen to the advice of his priests and thus rule wisely and well. A Dwarven King could not rule without the backing of the Church of Moradin. Internecine strife - often rampant in human kingdoms - is unheard of, and the whole Dwarven Nation works to the plans laid down by the King, with guidance from the Conclave of Master-Priests of Moradin. As the other Dwarven gods defer to Moradin, this is reflected on the material plane. For example, Clanggedin Paladins might decide how a military campaign were to be fought but the Priests of Moradin would advise the King as to how long it should last or whether it should be fought at all.
Dwarves are an insular Race, viewing other races with justified
(and ancient) suspicion. Dwarves regard goblins and their ilk as
despoilers of the earth, spiritually incapable of craft and
creativity: such pests must be wiped out, in order to preserve the
world (by other races, less sensitive to such matters, this
conservationist stance is often seen merely as racial hatred).
Dwarves also dislike races who have a physical stature greater than
their spiritual development deserves. This feeling is proportionate,
so the giant races arouse particular antipathy.
The Orcs
hold the surface of many mountainous areas of Cantabria and are
traditional enemies. But at least they seem to admire the stark
grandeur of the mountains and leave their veins largely undisturbed.
In more recent times it has been recognised that a tribe of Orc’s
that worship Ilmatar are no threat at all and there are cordial
relations with this tribe.
The ubiquitous humans of Cantabria are
usually tolerable: they have done some good works in the past and
sometimes produce promising craftsmen - but none of them live long
enough to acquire any real skill. Sadly, humans seem more concerned
with quantity than quality, quite contrary to the Dwarven way.
The
flighty and fickle elves, on the other hand, are exasperating. Many
of them have the talent for excellent workmanship and they certainly
have the time, but they just can't be bothered. Having a limited
attention span, they seem completely incapable of working on any item
for more than one octade!
Note that, in Dwarven society, there is
no distinction between the sexes. Dwarves dislike shoddiness,
laziness, lies and thievery because of the moral rectitude and
diligence inspired in them by Moradin. Generally, worshippers of
Moradin (i.e. Dwarves) appreciate good workmanship of any kind,
though that relating to metals and minerals is valued more highly
than, say, wood crafting. Dwarves (i.e. worshippers of Moradin)
respect the earth and its bounty: they mine sympathetically and
carefully, despising those who do so rapaciously and destructively.
They regard trees as useful weeds that grow back quickly - a handy
source of pit-props. However the wood from certain mushrooms, is far
better as it does not seem to rot from damp or decay so rapidly. In
the fungus of the underworld is, in dwarven eyes far more diverse and
useful source of materials for all kinds of endeavours. Dwarven beer
is made from the fermentation process of a certain mushroom.
Temples of Moradin are only found in Dwarven strongholds, where
they may be properly defended. Each Temple is directly responsible
for the upkeep and defence of any chapels (or 'kirks') it has
established in surrounding areas. Chapels are usually found in
mountainous regions, such areas where mining, smelting and/or
smithing are important industries, or any other place Dwarves may
live. Chapels contain shrines to the other Dwarven gods and
frequently have sub-chapels within them, though the Priests of
Moradin retain authority over all the others. Each chapel will be
attended by at least one Priest, possibly more, and will be in
regular contact with its home Temple. Shrines to Moradin may be found
anywhere that Dwarves have had cause to dwell for any length of time
in the past. These minor holy sites are visited by Crafter-Priests
regularly but infrequently.
Within each kingdom, a Master-Priest
(high priest) of the most prestigious Temple is appointed the
Guildmaster-Priest (primate) of the whole Church of Moradin. He leads
the Conclave of Master-Priests which advises the Dwarven Kings on
matters both spiritual and temporal. The Conclave relays the King's
decrees as necessary to the Temples of lesser Dwarven gods and, in
cases where spiritual disputes arise between the various sects, the
word of the Conclave of Master-Priests of Moradin is final.
Within
Cantabria there were traditionally three separate dwarven kingdoms.
Helms Deep, Clanggedin’s seat (which was sealed a long time
ago) and Moradin’s seat. Moradin’s seat has been occupied
by evil forces for many years.
Helm's Deep, the hidden Dwarven
city in the mountains north of Cantabria, is large enough to support
several Temples of Moradin. Each Temple has come to represent the
trades using one of the Favoured Crafting Skills of Moradin:
Smithing, Armouring, Weapon crafting, Stonemasonry and Jewelling.
(The sixth Skill, that of Fighting, is best represented by the Temple
of Clanggedin. The other major Dwarvish professions, miners and
merchants, are represented by the Temples of Dumathoin and Vergadain
respectively).
Temples are organised like artisans' workshops but
semi-democratically. Each Temple has a Master-Priest whose duty it is
to lead the main force of Priests, Paladins and Initiates. Priests
are divided according to their level of skill: those who have shown
expertise in a favoured skill are called Crafter-Priests, others are
merely Journeyman-Priests. Paladins are similarly divided into
Crafter-Paladins and Journeyman-Paladins. Those still training are
known as Apprentice-Priests or Apprentice-Paladins.
Initiates are
known as Journeymen-Initiates (there is no 'Crafter' status for
Initiates unless they make the extra commitment to become
Crafter-Paladins).
The Laity are sometimes referred to as
'Apprentices' but, outside of theology class, this is an impolite
usage: no-one would call an Axe-Lord of Clanggedin an Apprentice and
hope to get away with it!
The Master-Priest is elected for eight
years, from amongst the sufficiently-skilled Crafter-Priests, by the
Initiates, Paladins and Journeyman-Priests. The candidates may not
vote but merely advise upon the choice. An outright majority is
required. If it is not decided on the first round of voting, the
candidate with the least votes drops out (he may then vote) and the
process continues until it is decided. To be eligible for election, a
Crafter-Priest must have demonstrated mastery, expertise and talent
in Favoured Skills (as a Latecomer Paladin). Note that even though
many may have shown such mastery, only the one elected is given the
title of Master-Priest (so each Temple has only one Master,
reflecting the fact that the Church itself has only one).
Moradin's Seat, the Dwarven city in the southern mountains of
Cantabria, was until recently the most important centre for worship
of Moradin. The city is reputedly built at the site where Moradin
rested after bringing the Fathers of the Dwarves to earth and
delivering them into the care of Dumathoin. As such it has been a
place of pilgrimage and special spiritual significance. However,
Moradin's Seat was treacherously attacked by Dark Elves, Goblins and
Orcs. The Temples were sealed with great magic’s to withstand a
siege, but the rest of the city was taken and contact has now been
lost with any Dwarves who may remain inside.
Small
expeditions have failed to recapture the city, including one led by
the Dwarven King's late brother-in-law. Larger forces are forbidden
by the rulers of neighbouring human lands. The Five Temples in Helm's
Deep, long the centre of power, are now the major sites for Moradin
worship.
The first and last days of the Dwarven Sacred Time (the last sixteen days of each year) are High Holy Days dedicated to the worship of Moradin. (These are the 13th & 28th of December by the human calendar). The devout will make sacrifices of molten metals or specially crafted items at these times. The items are then distributed by the Priests to those undertaking quests or as rewards for completed quests.
All Dwarves are (at least) lay members of the Church of Moradin. Lay members form the majority of worshippers and the salt of the earth of Dwarven society. Non-dwarves must satisfy the requirements a Dwarf would need for Initiation.
Lay members are expected to work loyally in their allotted place in Dwarven society (social mobility may be achieved through the military or one of the other Dwarven faiths). Lay members should observe the High Holy Days and tithe 1/8th of their income to the Church (or to one of the other Dwarven Temples).
Lay members may purchase training in any of the Favoured Skills at reasonable rates:
Smithing (includes Black (Iron) smithing, or any other metal) |
|
Armouring (any metal armour) |
|
Weaponcrafting (includes Crossbowyery but not other Bowyery) |
|
Gem Cutting (includes Jewelling) |
|
Stonemasonry (not Mining) |
|
Fighting (Any Hammer, Axe or Pick) |
They may also purchase blessings for work involving these Favoured Skills.
Base 0%, but may receive a bonus of up to 10% for recent piety.
Lay members of exceptional piety may become Initiates of Moradin. These Journeyman-Initiates are the loyal backbone of Dwarven society. They are a relatively large proportion of the population. Potential Initiates must currently be working for the good of Dwarven society and have been a lay member in good standing for at least eight years. They must be sponsored by an Initiate (or better) of Moradin, or a Paladin or Priest of an associated religion. They must demonstrate to a Crafter-Priest of the Temple that they have gained Expertise in one of the Favoured Skills and Talent in two others. Non-dwarves must satisfy the requirements a Dwarf would need to be a Paladin.
Initiates must continue to work for the good of Dwarven society. They must labour for the Temple one year in every eight (for lesser initiates most of these years are usually spent receiving training). Initiates must observe the High Holy Days and tithe 2/8th of their income to the Church.
Initiates may work for the Temple at any time, receiving food and board. Their Temple will usually attempt to rescue or ransom an Initiate who is held captive (but, if the Initiate has not deposited sufficient funds beforehand, the costs may be too high). Only Moradin Initiates may learn to construct Dwarven Repeating Crossbows (the techniques will only be taught to Expert crossbowyers, in any event).
Base chance is 1% per level (plus piety bonus of up to 10%).
Dwarves of fanatical piety may become Paladins of Moradin. They
are the leaders and unifiers of Dwarven society. They are pledged to
take pride in their accomplishments and those of the Dwarven Race.
The potential of many Paladins is noted by the Church hierarchy early
on life and these are trained from youth in the ways of Moradin (All
attributes must be 12+ and STR, WIS or CHA must be 15+). The 'Chosen'
Paladins will receive training in Favoured Skills to the level
required for Initiate status (they will be expected to achieve the
greater skills demanded of Latecomer Paladins as soon as possible).
Other 'Latecomer' Paladins come to their vocation later in life.
These potential Paladins must be active Initiates and must have been
in good standing with the Temple for at least eight years. They must
demonstrate Mastery of one of the Favoured Skills, Expertise in two
more and Talent in the other three. They must also have proven
leadership ability.
All new Paladins must be sponsored by a
Crafter-Priest, or Crafter-Paladin, and must complete a task set down
by the Master-Priest of the Temple. This task should be a challenge
to their skills, but not impossible (e.g. A weaponsmith may be
required to fashion a Hammer of very good quality (+2) for the
Priest). Anyone failing this test may try again in eight years time,
if they are still in good standing of course. Non-dwarves cannot
become Paladins of Moradin.
Moradin Paladins may only use the Hammer, Axe or Pick in combat. They may use any kind of Crossbow but no other bow. They may use Shield and any kind of metal armour. They must tithe 4/8ths of their income and spend at least half of their time in direct service of the Temple. At all times they must work towards furthering the cause of Moradin. They are, of course, required to observe the Holy Days and make sacrifices. Moradin Paladins are sworn to heed the advice of their Priests.
As with all Cantabrian Paladins those of Moradin gain use of clerical spells. Paladins retain all the benefits of Initiation. Good-quality equipment (e.g. +1 Chainmail and Hammer) will be made available for Paladins' use whenever they require it. Facilities exist within the Temples for Paladins to manufacture or repair their own equipment, free of charge. Paladins may request any magic they need from the Priests.
Base chance is 4% per level (plus bonus from any sacrificed piety).
The Priests of Moradin are the Advisors, Arbitrators and Spiritual Teachers of Dwarven society. They are always chosen by the Temples and trained from youth. They must have STR, INT and WIS of 12+ and at least one of these must be 15+; in addition they must have CHA 12+ and DEX 9+. Non-dwarves are never chosen to become Priests of Moradin.
The Priests must continually strive to master the Favoured Skills, and pass their skills and piety on to the faithful. It is they who are most actively involved in giving the training purchased by the Laity. Priests may only wield Hammers in combat, and may not use Crossbows. They may wear only Chainmail armour, but Shields are permitted. A Priest must always be working for the Temple, but may keep 1/8th of any money earned for his own (this is colloquially known as 'Beer Money').
Those chosen to be Apprentice-Priests will be trained in the Favoured Skills up to Initiate levels. The Temple will provide for all a Priest's needs and will always try to free a Priest held to ransom. As the Priest advances in level, he will be provided with superior quality equipment: 3rd level +1 Hammer, 5th level +1 Shield, 7th +1 Chainmail. If they should lose these items, they will be provided with the resources necessary to manufacture replacements.
Base chance is 2% per level (plus bonus from any sacrificed piety).
The Priests and Paladins of Moradin may select from the following spells. Some spells are marked as pertaining to the sphere of a particular deity: if the cleric has offended in some way against that deity (e.g. by missing their High Holy Day) then the relevant spell(s) will be not be available until the cleric has atoned (e.g. by observing the next High Holy Day properly).
0th Level
Bless own endeavour
1st Level
Bless
Command (Moradin)
Cure
Burns
Cure Light Wounds
Detect Evil
Detect
Magic
Detect Metal (Dumathoin)
Light (R)
Protection
from Evil
Remove Fear
Resist Cold
Resist Fire
[PHB,C2] (Moradin)
2nd Level
Augury (Moradin)
Chant
Enhance
Skill [Special] (Moradin)
Find Traps [PHB,C2] (Vergadain)
Heat
Metal [PHB,D2] (Moradin)
Hold Person
Identify
Mechanics
Know Alignment (Berronar)
Protection from Fire
Slow
Poison
Spiritual Hammer
Strength [PHB,M2]
(Clanggedin)
3rd Level
Continual Light (R)
Cure blindness
Cure
Disease
Cure Serious Wounds
Dispel Magic
Fire
Hammer
Glyph of Warding (Berronar)
Moradin’s
Breath
Locate Object (Abbathor)
Prayer
Remove Curse
Stone
Shape [PHB,D3] (Dumathoin)
4th Level
Anvil*
Control Temperature 10’
Radius
Detect Lie
Divination
Enchant Weapon/Armour
Meld
into Stone*
Neutralize Poison
Protection from evil 10’
Radius
Restore Earth
Wall of Stone
5th Level
Atonement
Commune (Moradin)
Cure
Critical Wounds
Dispel Evil
Plane shift
Quest
Raise
Dead
Earth Sense [Special Dumathoin]
True Seeing
(Berronar)
Wall of Iron
6th Level
Animate Rock [PHB,D7]
Conjure Earth
Elemental
Earth Power [Special] (Dumathoin)
Find the
Path
Heal
Word of Recall
7th Level
Earthquake
Holy Word
Protection from
forged weapons
Regeneration
Restoration
Resurrection
Any Initiate who knowingly and intentionally commits an act of shoddy work, will be struck by the Curse of the Bare Face (that is, their beard will fall out). This would usually result in the perpetrator's becoming an outcast, but acts of Atonement, decreed by a Crafter-Priest, may restore their status and adornment. For any Paladin or Priest who committed such a blasphemous act there would be no hope of restoration: they would be permanently outcast and all their clerical abilities and benefits lost. Any offender who actively continues his blasphemies will suffer an attack by minor spirits (called Gremlins) when attempting to use any Favoured Skill in a particularly critical situation (or about 10% of the time anyway). These spirits affect the victim like a Fumble spell cast at [MORADINS] level.
There are no subcults dedicated to Dwarven Heroes as Moradin has forbidden Dwarves from worshipping other Dwarves.
It is a sign of Moradin's good leadership that the other Dwarven religions are allowed Associated (rather than 'Subservient') status, even though they all owe him obedience. The Dwarven greater gods provide the Priests/Paladins of Moradin with spells or skills commemorating services rendered to the Soul Forger before Time. These extra benefits are available only if the Priest/Paladin joins the other god's Temple as a lay member: note that this may entail extra tithing. Moradin allows one of the eighths of his due tithe to be paid to one of the associated Temples. None of the others, however, allow such tithe transfer. (Note that Abbathor insists upon double the usual rate of tithes, so a Priest joining that sect will have to give up his Beer Money for the privilege).
Berronar, Mother of Safety, Truth and Home
The 18ft patroness of honesty and home defence gives the use of these spells to her companion's followers:
Ring of Truth (Divination) (C 5th - Dwarven) [SJW]
VSM;
CT 1 round; R 0; AoE 6" radius; D 1 turn/level; ST None.
Anyone
in the area who tells a lie or attempts to hide, sneak or steal will
be highlighted with a revealing glow (as Faerie Fire [PHB,D1]). This
will last for the full duration of the spell, even if they
subsequently leave the Ring. Also, if the caster voices the intention
to reveal the perpetrator of a stated criminal or faithless act
immediately prior to casting the spell, any guilty parties will
immediately be similarly illuminated. The Ring of Truth does not move
with the caster and if he or she leaves the circle the spell is
broken.
(Material component: Two silver rings).
[The guests of the Late Dr. Black were gathered in the Dining
Room, eyeing each other suspiciously. Suddenly the squat, bearded
figure of a Dwarven priestess trundled in, bearing the unmistakable
Twin Rings symbol of Berronar.
"Uh-oh", thought the
guilty Professor Plum, "It's Miss Marble...".]
Rune of Impregnable Defence (Alteration) (C 7th - Dwarven)
[From Dragon #129]
VSM; CT 2 hours; R 6"; AoE Special; D
Special; ST 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. A large Rune is
inscribed on the surface of the structure in the last turn of
casting. The Rune is created to protect a surface of up to 2500
square feet in area. The Rune is invisible after the spell is cast,
but revealed by Detect Magic. The protection provided is not
permanent - it fades away after 1 month unless renewed by casting
Glyph of Warding upon it. This powerful Rune protects a surface from
the attacks of battering rams, siege machines, stones hurled by
catapults or giants, ballista missiles or any other physical attacks
that inflict structural damage. Physical attacks inflict no damage to
the surface. A section of castle wall or stone tower protected by
this Rune cannot be collapsed by sappers' undermining, because the
Rune maintains the strength and integrity of the structure and its
underlying foundation.
The Rune also provides protection from many
magical attacks. The structure may save (7+ required) to halve the
structural damage inflicted by attacks like Lightning Bolt,
Disintegrate, Earthquake or a Horn of Blasting. Also it may save to
prevent a Passwall spell from affecting it. The Rune has an
additional protective function: if a Prayer is cast upon it by a
Dwarven cleric, the structure heals itself of 2 points of structural
damage per round that the Prayer lasts. The Rune may be dispelled,
but is treated as if cast by a cleric of at least 19th level. If the
surface upon which it is inscribed is utterly destroyed, the Rune is
also destroyed, and Prayer cannot produce any structural
healing.
(Material components: Gold Diamond-tipped stylus [5000
GP] and Holy Symbol).
Dumathoin, Keeper of Secrets under the Mountain
The 18ft silent patron god of miners provides these spells to the friend he idolises:
Silence (at 2nd Level) [PHB,C2]
Conjure Earth Elemental (at 6th Level) [PHB,D7]
And, for one-use only, after a Major Quest:
Renew Deposit (Alteration) (C 7th) [From Dragon #129]
VSM;
CT 2 hours; R Touch; AoE 1 Mine; D Special; ST 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 5000 GP
for a base metal (such as Iron) up to 25000 GP 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 |
5-30 years (e.g. Iron, Copper) |
|
Precious metal |
20-80 years (e.g. Silver, Gold) |
|
Very rare metal |
70-100 years (e.g. Mithril) |
|
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').
Clanggedin Silverbeard, Father of Battle
The 17ft Champion of the Dwarves has given over the following special spell to his elder brother:
Mighty Blow (Evocation) (C 3rd - Dwarven) [SJW]
VSM; CT
1 seg; R Touch; AoE 1 Weapon; D 1 round; ST None.
If the weapon
strikes a giant (or similar blasphemously tall creature) during the
round of effect, the first blow will inflict a Critical Hit [AD&D
Triple damage]. (Material component: the weapon, and a Holy Symbol if
it isn't one).
Vergadain, Father of Wealth and Luck
The 10ft patron of merchants and bard of the gods lends the following spell to his leader's minions:
Legend Lore (at 4th Level) [PHB,M5]
He also allows them to be taught the Evaluate skill at reduced cost [AD&D2: the Appraisal non-weapon proficiency, normally available only to Rogues].
Abbathor, Father of Jewellers
The 8ft god of acquisitiveness allows his leader's Priests the use of this First Level spell:
Detect Metals and Minerals (Divination) (C 1st - Dwarven)
[From Dragon #129]
VSM; CT 1 round; R 0; AoE 1" wide path,
12" long; D 1 turn; ST 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).
Goblins. Kill them. It is a grim duty - no laughing.
Followers of Moradin who must show skill with weapons are not usually sent out to pick on and slay some creature - that is more the way of Clanggedin. Usually they only have to spar with a Master Fighter in front of the Priest (and, frequently, the gathered Initiates), the object being to get a certain number of blows past the Master's guard in the time before a gong is struck. Demonstrations of the other Skills usually involve the postulant working at the Temple for a week (8 days) and attempting to produce an item specified by the Testing Priest.
The definitions of these levels of skill depend upon the game system:
Cantabria |
Pandaria/RuneQuest |
AD&D (2nd Ed.): Must have the relevant proficiency (weapon/non-weapon). |
|
Talent |
2+ proficiencies |
25%+ |
Skill ability 9+, THACO 20* or less (e.g. 1st level fighter). |
Expertise |
5+ proficiencies |
50%+ |
Skill ability 12+, THACO 18* or less (e.g. 3rd level fighter). |
Mastery |
9+ proficiencies |
90%+ |
Skill ability 15+, THACO 15* or less (e.g. 6th level fighter). |
(* Specialism allows THACO one greater, double specialism three greater). |
(Written by S.J.Wells; Edited by S.A.Brooks; Reformatted by SJW, 02 Oct 2006; Updated 13 Nov 2011)