Dwarven clerical spells | Spell alterations | Spells from other sources | New clerical spells | Concluding notes |
Dragon | - | Dwarves | - | Dragon 129 |
O n e o f t h e m a n y
o v e r l o o k e d f i e l d s o f
m a g i c i n t h e A
D & D ® g a m e c o n c e r n s
dwarven magic. Dwarves are not commonly
thought of as a magic-using race, but
rather as hardy warriors or mechanically
minded thieves. Now that dwarven clerics
are permitted as a PC class, it's time to
explore the special types of magic mastered by dwarven clerics to promote
the
aims and needs of the dwarven race.
The general list of cleric spells is inadequate for describing the
special areas of
magic of great interest to dwarven clerics.
Dwarves have little desire to use spells
that animate dead creatures or command
snakes and insects. Dwarves need spells
that work directly to satisfy the needs of
the race ? magic useful in mining, crafting, construction, and command
over the
substances of the earth. Clerics of the
dwarven race play a special role in their
society, and their spells should be suited
for the demands of dwarvenkind.
Indeed, dwarven clerics hold a unique
place in their community, as they are the
only spell-casting class known to the dwarven race. Because of this
monopoly on
magic, dwarven clerics hold greater power
in their society than most other spellcasting groups hold in other
cultures.
Dwarven clerics are more than just
combat medics and religious leaders to
their people. They are scholars of dwarven learning, teachers of lore
and history,
and preservers of dwarven art and culture. Dwarven high priests are
creators of
mighty magical items and weapons, consecrators of holy ground, founders
of new
communities, seekers of mineral resources, and defenders of dwarven
strongholds and homeland. The most renowned
dwarven priests of history and legend may
be wise sages, skilled artisans, dedicated
physicians, or mighty warrior-priests
Elder clerics hold a position in dwarven
society that inspires deep reverence and
awe. Their centuries of experience give
them a wisdom and understanding that
short-lived humans can only scarcely
comprehend. Only the most steadfast
dedication to the dwarven gods and to
lawful dwarven society can enable a dwarven cleric to attain the exalted
levels required to be able to cast the powerful 6thand 7th-level magic
spells. Dwarven high
priests who rise to high experience levels
command enormous respect and authority
in their culture.
Just as druids have a special place in the
sunlit world to protect the fields and forests, so too do dwarven clerics
have their
special charges. Dwarven clerics have a
deep, heartfelt veneration for the earth
and stone of the dwarven homeland.
Dwarves view earthly rock as druids view
living plants and animals. Stone, metal,
and minerals are not simply inanimate
substances to be exploited and callously
manipulated, but are living things to be
cherished, protected, and preserved.
Thoughtless and careless use of the resources of the earth is a great
blasphemy.
Careless, haphazard mining and destruction of the earth are as immoral
to a dwarf
as hewing down a whole forest for lumber
is to an elf.
Dwarves do not speak of crudely exploiting mineral resources, but of
cultivating
the bounty of the earth. Dwarven homes
and strongholds are not carved out of
mountains in the quickest or easiest manner, but are designed so that
stone and
earth are sculpted and shaped to best
display the great beauty and divine art of
the earth. Dwarves do not dig out gems or
metal ores from the earth in a haphazard,
thoughtless manner; mines are created
with long-term use and enjoyment in
mind. A dwarf does not talk of repairing
damage to stone walls or earthen ramparts, but of healing damage to
the flesh
and bones of the world. Great caverns are
especially prized as homelands, and many
ancient dwarven enclaves are built into
vast cave systems.
The full range of spells in the clerical
spell list is not available to dwarven clerics
because there are spell areas of little concern to dwarves. Dwarves
have little con
tact with the great outdoors. The natural
world of green, growing plants and wild
animals is generally foreign to them. Spells
dealing with nature are usually limited to
the typical dwarven environment of hills
and mountains. Spells that influence
snakes and insects do not interest
dwarves; as a result, dwarven deities will
not bestow such spells to their clerics.
Speaking with plants or playing with magical rainbows are not ways
in which
dwarves like to spend their time.
Dwarven clerics have a great antipathy
toward the dark arts of necromancy. Animating dead creatures to create
mindless
slaves may be considered useful by some
clerics, but it is an appalling concept to
dwarves. In another vein, feigning death
to fool an enemy is a coward?s trick, and
no self-respecting dwarf would attempt
the feat. Only in healing is ?necromancy?
valuable.
Dwarves have only limited interest in
the substances and beings of the higher
planes. The only elemental planes to draw
the attention of dwarves are the planes of
Earth, Fire, and Magma, for obvious reasons. The plane of Air does
not concern
dwarves, and no dwarven cleric would
summon a dust devil or aerial servant.
Walking on air or transforming into a
cloud of vapor does not impress an
earthbound dwarf.
Spells normally prohibited to dwarven
clerics are listed on Table 1. Only in extraordinary
circumstances would a dwarven deity grant any of these spells to one
of his clerics.
Of all the different forms of magic in the
AD&D game world, dwarves are most
interested in magic that affects the material resources of the earth.
Dwarves cherish magic that gives them control over
earth, stone, metals, and minerals. Spells
that can shape stone or move soil are very
useful in mining and construction. Spells
that can bestow characters with some of
the qualities associated with the earth are
also of interest to dwarves. At the highest
spell levels, spells that can conjure up
stone or metal structures or can summon
extraplanar beings of use in mining or the
forging of items are strongly desired by
dwarven clerics. On the whole, dwarves
are more skilled with earth-related magic
than any other race.
Additionally, dwarven clerics are very
adept with all forms of rune-magic.
Dwarves employ protective runes, glyphs,
and symbols to protect property or help
defend dwarven fortifications. Dwarves
employ runestones as a common material
component for divination spells. The somatic components of many dwarven
spells
are runes inscribed in the air with hand or
holy symbol. Dwarves have knowledge of
runes or symbols unavailable to other
clerics, and they use common glyphs to a
greater effect than any other type of
p r i e s t . [The use of runestones among
dwarves in the FORGOTTEN REALMS
setting is described by Ed Greenwood in
"Runestones," in the Best
of DRAGON®
Magazine Anthology Vol. IV.]
To reflect the likes and dislikes of dwarven clerics in the magic they
use, some
changes should be made in the specifics of
certain clerical spells. Some spells cast by
dwarven clerics are more powerful than
when cast by other clerics, especially
those spells that influence the earth. Other
spells cast by dwarves are less effective
than for most clerics. These changes are
noted below.
Combine: This spell
is often employed to
boost the power of spells used for the
benefit of the dwarven community. Combine is also used
as an integral part of the
spell-casting process of certain powerful
spells, which are described in the list of
new spells given later. The number of
clerics linked by a combine spell to cast
one of these new spells usually depends on
which number is deemed lucky or magical
by the dwarven community. The number
of clerics linked by combine may exceed
five if the magic number is greater than
five, but the power rise of the cast spell
cannot exceed the limit described in Unearthed Arcana.
Magic stone: Any
stone or pebble enchanted by a dwarven cleric is +2 ?to hit?
and does 2 hp damage when it strikes.
Portent: If dwarven
runestones (see the
new second-level spell, enchant runestones, discussed later)
are used in the
casting of this spell, the casting time is
reduced to one round. The runestones are
tossed on the ground as the spell is cast,
then the runestones are read to tell the
result of the portent.
Augury: If enchanted
runestones are
used when casting this spell, the stones
add a +10% bonus to the chance of correct divination.
Messenger: This
spell is only effective in
a hilly or mountainous area, or an environment otherwise similar to
the dwarven
cleric?s homeland. Only a creature native
to hills, mountains, or caverns may be
summoned by this spell; this list includes
creatures such as badgers, moles, moun
tain goats, rams, or birds native to the
hills. Dwarven clerics have little influence
over animals of other environments.
Speak with animals:
If the cleric is communicating with a creature of an environment foreign
to the dwarf, then the
duration of this spell is only one round/
level, and the cleric?s charisma score is
reduced by two points to determine the
animal?s reaction roll.
Spiritual hammer:
This spell is a great
favorite with dwarves, but they don?t want
to expend a continuing stream of good
hammers to employ this spell. Instead of a
regular hammer, a miniature hammer (1
gp cost) is used with this spell; this component disappears at the
end of the spellcasting. If a magic hammer is used as an
emergency component by the dwarven
cleric, it adds no additional ?to hit? or
damage bonus to the spell, but will not
disappear. The spells duration is extended
by one round for dwarven clerics.
Glyph of warding:
Because of the dwarven skill with rune-magic, any glyph created by a dwarven
cleric acts as if cast by
a cleric of one experience level higher.
Meld into stone:
The duration of this
spell is 11-20 (1d10 +10) rounds for a
dwarven cleric.
Speak with dead:
Because of the innate
dwarven antipathy for necromancy, this
spell is only bestowed by a dwarven god
when the spell?s use will benefit dwarvenkind during a time of great
peril. The
cleric casting this spell is treated as being
one level lower in experience, due to the
lack of skill dwarves have with this sort of
magic.
Divination: If
dwarven runestones are
used with this spell, the chance of correct
divination increases by 10%.
Plane shift: Use
of this spell by dwarven
clerics is often limited to those few planes
with which dwarves have common contact. Dwarves only shift to the inner
planes of Earth, Fire, and Magma, and the
only Outer Plane of interest to dwarves is
the home plane of the dwarven gods. A
cleric may, of course, plane shift an opponent to an inhospitable
plane.
Spike stones:
The spikes created by a
dwarven cleric inflict 1-6 hp base damage
for each spike that hits a creature.
Animate object:
If the object to be animated is made of earth, stone, metal, or
mineral, then up to two cubic feet/level
may be animated.
Conjure animals:
Only animals commonly found in a hilly or mountainous
setting may be conjured. Using the conjured
animals table on page 222 of the
Dungeon Masters Guide, the following
animals are the only ones that may be
conjured: wild dogs, badgers, giant badgers, war dogs, giant goats,
mountain lions,
mules, wolves, wolverines, black bears,
giant beavers, giant eagles, giant owls,
giant rams, giant weasels, dire wolves,
giant otters, giant skunks, giant wolverines, brown bears, giant porcupines,
or
cave bears. No animal of the 9-HD cate
gory or greater can be conjured by this
spell.
Stone tell: The
duration of this spell is
two turns, allowing a dwarf more time to
acquire detailed information.
Control weather:
Because dwarves often
have little regard for the weather conditions of the great outdoors,
this spell is
seldom used. A dwarven cleric generally
only casts this spell to provide cover for a
military operation (fog), to make conditions harder for an enemy (rain
or snow
to hinder movement, sunshine to pester
humanoids), or to summon an electrical
storm in preparation for casting a lightning water spell
(see new spells). If cast in
an environment foreign to a dwarven
cleric, the spell duration is reduced by
one-half.
Earthquake: For
dwarves, this is a spell
of last resort, since dwarves have such a
deep revulsion for damage and destruction to the earth. If used against
a great
enemy in desperation, the spell acts as if
cast by a cleric of two levels higher due to
the control dwarves have over the earth.
Gate: This spell is usually
limited to the
same planes discussed under the plane
shift notes.
Symbol:
As dwarves are so skilled with
rune-magic, dwarven clerics are able to
use all the symbols described under the
eighth-level magic-user spell, save for
symbols of death and stunning.
Eberk
Spells from other sources
Certain magick spells from other spell
lists would seem proper for dwarves to
employ. Spells useful in the day-to-day
projects and pursuits of the race are
adapted from the magic-user and wu jen
spell lists. These suggested spells are given
in Table 2. Beside each spell in Table 2 is
an abbreviation that shows the original list
from which the spell came and the original
spell level. Magic-user (MU) spells come
from the spell lists in the Players Handbook or
Unearthed
Arcana, while all wu
jen (WJ) spells come from Oriental Adventures. This
tabulated information is supported by notes on or recommended
changes in the spells, as follows:
Magnetism: This
spell cannot be cast on
other characters.
Melt metal: The
material component for
this spell is a ruby chip worth 100 gp.
Metal skin: The
material component for
this spell is a strip of metal foil wrapped
about the cleric?s wrist.
Rust to metal:
The reverse of this spell, <>
metal to rust, is never cast by dwarven
clerics.
Stone to flesh:
This spell can only be
used in limited circumstances. Stone to
flesh can only be used to restore a stoned
creature back to its original flesh-andblood form. The spell cannot
be used to
turn stone or earthen substance into a
fleshy mass. The reverse of this spell, flesh
to stone, can only be used to reverse the
effect of a stone to flesh spell that has
turned original stone matter to a mass of
f l e s h .
Warp stone: This
spell sees only restricted use by dwarven clerics, since they
are so loath to damage good stonework
unless a good reason can be found for the
spells use.
Elemental servant:
Only a fire or earth
elemental may be summoned with this
spell; dwarves have no interest in the
beings of the planes of Air or Water. The
duration of the specified task to be done
can last no more than one day per two
levels of the cleric.
New clerical spells
Below are 14 new spells that may be cast
by dwarven clerics. The spells should be
introduced into the campaign a few at a
time, through new scrolls discovered or a
special bestowal by a dwarven deity.
When cast by an NPC cleric encountered
during play, one of these new spells can
provide a novel surprise. Some of these
new spells may be known only through
machines created or runes conjured in the
distant past, and so may provide useful
adventure background material.
Detect Harmful Gas (Divination)
Level: 1
Range: 0
Duration: 1 turn + ½ turn/level
Components: V,S,M
CT: 1 round
ST: None
AE: 6"-diam. sphere
Explanation/Description: Useful in mining and underground exploration,
this
spell enables the caster to detect the presence of harmful
gas in a sphere 6" in
diameter around the caster. The primary
use of this spell is to detect underground
hazardous natural gases such as explosive
methane or poisonous sulphur dioxide, or
fire-caused gases like carbon monoxide,
but this spell can also detect any other
harmful gas that occurs naturally or is
produced by alchemy or magic. Although
this spell always reveals the presence of
such gas, there is only a 5% chance per
level of experience of the caster to identify
the specific type of gas found (e.g., chlorine gas, methane, or carbon
monoxide).
Some rare, exotic gases may be beyond a
cleric?s ability to identify exactly, although
the identification roll may indicate the
possible danger from or effect of the gas.
The material component of this spell is the
cleric?s holy symbol.
Detect Metal and Minerals
(Divination)
Level: 1
Range: 12"
Duration: 1 turn
Components: V,S,M
CT: 1 round
ST: None
A E : 1" -wide path
Explanation/Description: This spell is
similar in effect to the wand
of metal and
mineral
detection. The caster concentrates
on finding a specific type of metal or mineral. If the substance is
within a path 12?
long by 1" wide, the exact location and
approximate quantity of the metal or
mineral is revealed. The caster may try to
detect different substances throughout the
duration of the spell, one different type of
metal or mineral per round. Metals and
minerals of all types may be found, and a
determination may be made of whether
they are in a pure, refined form or
whether they occur as a raw ore. The
caster can move at a walking rate and still
concentrate on the spell, but cannot engage in strenuous activity and
maintain
the spell. The material component for this
spell is the cleric's holy symbol.
Enchant Runestones (AlterationEvocation)
Level: 2
Range: 1"
Duration: Perm.
Components: V,S,M
CT: 1 turn
ST: None
AE: 6-20 stones
Explanation/Description: With this spell,
a dwarf may prepare a set of runestones
used in divination spells such as portent,
augury, or divination. The cleric takes a
set of 6 to 20 stones and engraves special
dwarven runes on each stone. The exact
number of stones and specific runes inscribed vary with the religion
or homeland
of the cleric. A bless spell is then cast upon
the runestones, followed by the enchant
runestones spell. The runestones can now
be used to improve the chance of a correct
divination with such a spell. A cleric often
carries the runestones in a leather pouch
wherever he or she travels.
When a divination spell is cast, the
stones are tossed upon the ground and
read as part of the divination process. The
reading of the runestones provides greater
accuracy with a divination spell, the exact
gain in accuracy varying from spell to
spell. The runestones do not disappear at
the end of the spell-casting, and so can be
used over and over again.
Forge Fire
(Alteration)
Level: 2
Range: 2"
Duration: 3 turns/lvl..
Components: V,S,M
CT: 1 round
ST: None
AE: Single forge or furnace
Explanation/Description: This spell
enables a dwarf to create a strong, efficient
fire in a forge or furnace without
burning up large quantities of fuel. Only a
small bundle of sticks or a single lump of
coal is needed to start a forge fire.
Thereafter, the fire burns without need for
more fuel for the duration of the spell.
This spell only works in a smithy forge or
smelting furnace which was magically
prepared to accept the spell by having had
a prayer spell cast upon it by a
dwarven
cleric when the forge or furnace was
built. No harmful gases are given off by
the use of this spell.
The power and heat of the fire increases
with the level of the caster, so metals that
are harder and have higher melting points
can be melted by a forge fire cast
by
higher-level clerics. A list of typical metals
that can be melted by a forge fire
spell
cast by a cleric of a given level follows:
3rd level: Lead, zinc,
tin.
5th level: Copper, silver,
gold, brass, bronze, electrum.
7th level: Iron, common
steel alloys, meteoritic-steel alloy.
9th level: Mithral-steel
alloy, platinum.
16th level: Adamantite-steel
alloy.
The material components for this spell
include the bundle of sticks or lump of
coal used as starter fuel and a pinch of
sulphur. [See "Fire
for Effect!" in DRAGON
issue #123 for further information on
metals.]
Earth Sense
(Divination)
Level: 3
Range: 0
Duration: 3 turns/lvl.
Components: V,S,M
CT: 1 round
ST: None
AE: Special
Explanation/Description: 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 1" 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 10? 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, nonsilent 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.
Lightning Water
(Conjuration/Summoning, Alteration)
Level: 3
Range: 1"
Duration: Special
Components: V,S,M
CT: 5 rounds
ST: None
AE: 2 cubic feet of water/level
Explanation/Description: This spell
enables a dwarven cleric to cause a quantity
of water to become infused with the
magical spirit of the lightning. The water
is then used in the forging or creation of
certain items to improve the quality of the
goods. To prepare the water, a trough or
container made of fine wood inlaid with
silver decorations must be constructed.
The container must be made from materials worth
no less than 5,000 gp. The container is then blessed by a dwarven
cleric.
Thereafter, the container can be used any
number of times to collect lightning water.
The water-filled trough is first placed
outdoors. The lightning
water spell is then
cast over the water, and the trough is left
out overnight to capture the spirit of the
lightning from a nighttime thunderstorm
(either natural or summoned). If no storm
occurs, the spell is wasted. Once the
lightning-spirit is captured by the water,
the water itself is not electrified, nor is the
water dangerous to touch; instead, the
water is simply infused with the magical
potential and spiritual strength of the
lightning.
When the water is retrieved the next
morning, it holds its lightning-spirit charge
for 12 hours or until the water is used up
in the smithy. The lightning
water is used
in the forging of weapons, armor, or metal
goods to improve the quality of the items
or to prepare them for magical enchantment. To
treat items, two cubic feet of
water is necessary for each piece of metal
jewelry or other small item crafted, six
cubic feet of water for each weapon, and
12 cubic feet of water for each suit of
armor.
The lightning water removes imperfections, strengthens
metal, and generally
makes the items superior in quality. Metal
jewelry crafted with lightning water becomes
one category better in value (see the
table
of jewelry values on page 26 of the
DMG). All metal items, weapons,
and armor
crafted with lightning water make a saving
throw to avoid damage at +1 (see the Saving
Throw Matrix
on page 80 of the DMG).
When an item crafted with lightning
water is
to be enchanted by dwarven
clerics, there is a 2% cumulative chance
per day of the item becoming magically
enchanted (DMG, page
118). Using the
lightning water spell before an item is
to
become enchanted is a standard practice
with clerics of the dwarven race.
The material components for this spell
are a miniature, silver lightning rod
(worth at least 500 gp) and a vial of holy
water sprinkled into the trough of water
to be ensorcelled.
Pillar of Borogar (Alteration)
Level: 4
Range: 3"
Duration: 1 rnd/lvl.
Components: V,S,M
CT: 7 segments
ST: None
AE: Special
Explanation/Description: 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 30' of the pillar. The pillar can
attain a height of 10' per level of the
caster. The pillar?s height can rise or fall at
the rate of 60' per round (10' per segment). The pillar?s width is
normally 10? in
diameter, but can be doubled to 20' 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' 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 10' 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.
The material component for this spell is a
small cylinder made of earth or clay.
Restore Earth
(Alteration)
Level: 4
Range: Touch
Duration: 1 rnd./lvl.
Components: V,S,M
CT: 1 round
ST: None
AE: Special
Explanation/Description: 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.
Commune with
Earth (Divination)
Level: 5
Range: 0
Duration: Special
Components: V,S,M
CT: 1 turn
ST: None
AE: Special
Explanation/Description: 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 druid's
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 onequarter
mile per level. The material components needed are the cleric?s holy
symbol and a bit of earth, rock, or clay.
Mother Lode (Divination)
Level: 5
Range: 0
Duration: Special
Components: V,S,M
CT: 3 turns
ST: None
AE: Special
Explanation/Description: This spell is a
more powerful version of the detect metal
and minerals spell. 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 1,000 gp
for base metals,
5,000 gp for precious metals or gemstones,
or 10,000 gp for very rare metals such as
mithral or adamantite.
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. Alternately, the
DM could use the "Duration
of a Mining Site" rules
on page 53 of the Dungeoneer's Survival Guide.
The material components required are the cleric?s holy symbol and a
small amount of the ore to be found.
Create Machine (Conjuration/Summoning,)
Level: 6
Range: 2"
Duration: Special
Components: V,S,M
CT: 6 turns
ST: None
AE: Special
Explanation/Description: This spell
encompasses a wide variety of spell forms,
all used for the creation and enchantment
of various machines and constructs. Create machine is similar
to the magic used to
create golems and other magical automatons. With this spell, dwarven
clerics may
create a variety of machines or large devices useful to dwarves (such
as mining
machines, pumps, elevators, water wheels,
load-carrying carts, and other industrialtype devices).
First, the machine must be made from
the finest materials, equal in value to from
25,000 to 250,000 gp, depending on the
size and power of the project. Next, a
circle of dwarven clerics linked by a series
of combine spells must cast commune,
prayer animate object, and finally, create
machine, upon the device. A period of
prayer, fasting, and meditation must then
be observed until the machine is enchanted,
just as with any other magical
items enchanted by clerics
(see page 118 of the DMG).
The machine created is nonintelligent
and can follow no more than 10 simple
commands programmed into the machine
when created. (Such machines are typically controlled by manual controls
rather
than by verbal commands.) The power
and range of abilities of any machine must
be strictly regulated by the DM, just as
with any other enchanted item allowed
into the campaign. Machines comparable
in power to an artifact cannot be created
by PCs using this spell. Only legendary
NPCs have the ability to create very powerful machines
Any device created by this spell functions without fail or error for
centuries,
never requiring major repair other than
common-sense maintenance unless the
machine is severely damaged. The armor
class and hit point total of the machine
vary with the function and materials of
the device; these figures usually have AC 4
to AC 1 and are able to sustain 30-50 hp
damage.
No machine with obvious military function can be made with this spell.
An enchanted waterwheel that runs forever or
an underground mining machine may be
created, but not a magical siege machine
or armored attack vehicle. Such powerful
military machines come under the heading
of artifacts, and so are well beyond this
spell's power and effects.
Hand of Borogar (Alteration,
Conjuration/Summoning)
Level: 6
Range: 6"
Duration: 1 rnd./lvl.
Components: V,S,M
CT: 9 segments
ST: None
AE: Special
Explanation/Description: 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 10' in any
direction. The hand possesses a strength
of 20, equal to that of a stone
giant. 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 30?, 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 onehalf 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
(see the
fourth-level spell listed herein). 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.
Renew Deposit (Alteration, Evocation)
Level: 7
Range: 0
Duration: Special
Components: V,S,M
CT: 12 turns
ST: None
AE: Special
Explanation/Description: This spell
permits a dwarven high priest to renew
the normally nonrenewable 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. The type of seed must
be the same as that of the deposit to be
renewed (e.g., a gold seed is used to renew
a gold vein, a diamond seed is used to
restore a diamond mine). The value of the
seed ranges from 5,000 gp for a base
metal (such as iron) up to 25,000 gp or
more for a very rare substance (such as
mithral or adamantite).
Next, a circle of dwarven clerics links
together using a combine
spell. The high
priest casts prayer upon the seed, then
casts the renew deposit spell with the
circle linked again by combine. The seed is
planted in the depleted vein at the midway
point of the spell-casting. The clerics involved in the circle must
then rest for 72
hours after the spell is completed, because
the spell is so physically and spiritually
draining.
Once the spell is cast, the depleted deposit slowly grows new ore until
the vein
is completely renewed. The vein renews
itself at a rate that depends on the substance growing in the vein,
as follows:
Base metal (iron or copper): 5-30 years.
Precious metal (silver or gold): 20-80 years.
Very rare metal (mithral): 70-100 years.
Semiprecious stones: 5-20 years.
Fancy stones: 10-60 years.
Gems tones: 20-80 years.
The substance grows until the deposit is
fully renewed, up to the total volume of
the original deposit. If the vein is again
depleted, the spell may be cast again. If
the vein is hastily mined before the deposit is fully renewed, the
spell is broken
and no additional growth occurs. Furthermore, no additional growth
can ever occur, even if the spell is cast again, because
the vein has been spiritually polluted by
the greed and haste of the foolish miners.
Only a special act of forgiveness by a
dwarven deity can overcome the spiritual
pollution of the area.
Rune of Impregnable Defense
(Alteration, Evocation)
Level: 7
Range: 6"
Duration: Special
Components: V,S,M
CT: 12 turns
ST: Special
AE: Special
Explanation/Description: 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. 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 50' by 50' 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 onehalf. 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 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 5,000 gp), which is
used to inscribe the rune, and the holy
symbols of all the clerics involved in the
combine circle.
The suggestions in this article may help
the DM who wishes to create unique clerics
in his campaign who are different from
the clerics of other deities in their abilities
and interests. While the above spells are
primarily intended for dwarven clerics,
the DM could adapt these spells for use by
other spell-casters. For example, a variation
of the rune of impregnable defense
might be used as an eighth-level magic-user
spell, with which mages help defend
a castle or walled city from invaders. Some
of the spells related to underground exploration,
the earth, or mining might be
bestowed to the gnomish clerics of Segojan
Earthcaller or Flandel Steelskin. One or
two of the spells dealing with metals or
the smithy might be granted by a human
deity such as Hephaestus (Greek mythos)
or Goibhnie (Celtic).
The spells bestowed to dwarven clerics
may vary with the specific deity worshiped by a priest. Clerics of
the earth god
Dumathoin will certainly have greater
need for spells that affect earth and stone
than the clerics of the marriage goddess
Berronar. The war god Clangeddin Silverbeard
will emphasize spells useful in battle
(such as strength, stoneskin, or metal skin).
Clerics of Vergadain will especially
love spells used to divine the location of
wealth. Berronar would probably stress
the use of protective runes to defend the
dwarven home, while one of Abbathor's
evil traps is a special glyph of greed, usable
by clerics of 9th level or higher, that
inspires in the victim an unquenchable
lust for wealth. DMs and players who have
an interest in rune-magic should look up
Larry DiTillo's excellent article
"The Glyphs of Cerilon," in DRAGON
issue #50.
Clerics in the AD&D game needn't all be
cut from the same cloth. Of all the character classes in the game,
clerics should be
the most varied in their weaponry, armor,
spells, skills, and aims. Clerics should be
quite specialized in their abilities to reflect
the natural differences among the class as
they emulate the interests, goals, and
powers of their chosen deity. A pacifistic
cleric of Kuan Yin should be vastly different from a hell-bent-for-leather
warrior-priest of Thor. As a whole, the clerics of
dwarven gods should be different from
the clerics of other races for the same
reason. By granting them their own special spells and runes, dwarven
clerics are
made a distinct part of the game.
Table 1
Prohibited Dwarven Clerical Spells
Spell level | Prohibited spells |
2nd level | Dust devil, snake charm |
3rd level | Animate dead, feign death |
4th level | Giant insect, speak with plants, sticks to snakes |
5th level | Air walk, animate dead monsters, insect plague, rainbow |
6th level | Aerial servant |
7th level | Wind walk |
Table 2
Additional Dwarven Clerical Spells
Spell level | Additional spells |
3rd level | Stone shape (MU5) |
4th level | Dig (MU4), magnetism (WJ3) |
5th level | Melt metal (WJ4), stoneskin (MU4), strength (MU2), transmute rock to mud (MU5) |
6th level | Metal skin (WJ5), move earth (MU6), rust to metal (WJ6), stone to flesh (MU6), wall of stone (MU5), warp stone (WJ6) |
7th level | Elemental servant (WJ7), wall of iron (WJ5) |