Help with 2nd Ed. Specialty Priest of Dumathoin

Post/Author/DateTimePost
#1

zombiegleemax

Oct 07, 2006 23:02:29
Can anyone out there help me out and tell me the special abilities and stuff pertaining to Dwarven Specialty Priests of Dumathoin in 2nd Edition AD&D? I got Dwarves Deep from 2nd Ed. but I can't seem to get my hands on a copy of the Demihuman Demigods book and I think that's where all the info is.

Spankbox20
#2

zombiegleemax

Oct 14, 2006 6:37:25
[email]nineandhalf2004@yahoo.gr[/email]

This is my mail.If you want i can send them to you because i have a pdf version of demihuman deities.
#3

zombiegleemax

Oct 16, 2006 14:21:15
Dumathoin
(Keeper of Secrets under the Mountain, the Silent Keeper, the
Mountain Shield)
Intermediate Power of the Outlands
N
PORTFOLIO: Keeper of metals and other buried wealth
(secrets under the earth), the earth's riches, ores, gems, minerals,
mining, exploration, the shield dwarf race, guardian of
the dead
ALIASES: None
DOMAIN NAME: Outlands/Dwarvish Mountain (Deepshaft
Hall)
SUPERIOR: Moradin
ALLIES: Callarduran Smoothhands, Cyrrollalee, Geb, Gond,
Grumbar, Flandal Steelskin, the Morndinsamman (except
Abbathor, Deep Duerra, Laduguer), Segojan Earthcaller,
Sehanine Moonbow, Skoraeus Stonebones
FOES: Abbathor, Deep Duerra, Kiaransalee, Laduguer,
Urdlen, the goblinkin and evil giant pantheons
SYMBOL: A cut, faceted gem inside a mountain (silhouette)
WOR. ALIGN.: Any
Dumathoin (DOO-muh-THOE-in) is the Keeper of Secrets
Under the Mountain, and he hides the secrets of the earth until
deserving and diligent dwarves are ready to be guided to them.
He lays veins of iron, copper, gold, silver, and mithral where he
feels they will best benefit his followers. He watches over the
safety and security of miners of all races and has a special role
as the protector of shield dwarves and the creator of the urdunnirin.
Dumathoin created a paradise under the mountains for the
shield dwarves when Moradin named him their protector. He
shaped natural caverns of great beauty, studded with rich and
beautiful deposits of shining metals and glittering outcroppings
of crystalline gems. He was angered when the dwarves began
to mine the mountains, destroying the beauty he had created.
Dumathoin was pleased, flattered, and a little awed, however,
when he saw the finely Grafted items the dwarves produced
from the ores they had mined. He no longer objects to tunneling,
mining, or the collecting of treasures underground.
The Silent Keeper frowns, however, on clumsy or crude rockcutting
that does not smooth the earth, follow the natural flows,
and highlight the individual features of the rocks. Cutting that
causes cavern collapses and floodings are even less to his liking,
and he is openly angered by those who pillage. Pillagers, in
Dumathoin's eyes, are beings of all races who take the earth's
riches away (in other words, to the surface) for unfair or selfish
purposes, taking more than their share and leaving rubble and
other messes in their wake.
Dumathoin is friendly with Geb, Flandal Steelskin, Segojan
Earthcaller, and other nondwarven gods of the earth and
smithcraft. He supplies nondwarven gods of blacksmiths with
adamantite ore and sometimes does business with the other
gods (through his and their priests) for metals and ores as well.
Dumathoin has a nonhostile relationship of some sort with
Ilsensine, god of illithids. But aside from the close proximity of
their outer planar realms, the exact nature of the relationship is
unknown to any other powers, and no such detente exists
between the two gods' followers in the Realms.
The Silent Keeper never speaks, communicating instead with
gestures. He has never been known to do more than grunt or
sigh (in exertion or pain) in the presence of mortals. Dumathoin
may also set subtle clues as to his purposes and the nature of
the world beneath the surface, such that only those with keen
eyes and wits can perceive them. The Keeper has a stolid
patience and tolerance (particularly of nondwarves and hasty
behavior) lacking in most other dwarven deities. However, he is
just as patient and implacable an enemy when angered. Most
who offend Dumathoin and realize what they have done set at
once to loudly and fervently praying for his forgiveness. They
frequently offer to make amends by bringing back gems and
metal treasures to the place where they offended him - immediately,
if possible, or by a specified time otherwise. If they keep
this promise, Dumathoin is usually appeased. If they seem forgetful,
they had better not ever go near a mountain or cave
again!
Although Dumathoin spends much of his time in the Outlands,
he uses his stone seeing ability (unlimited range) to keep underground
and mountainous areas of Toril under almost constant
surveillance.
Dumathoin's Avatar
(Fighter 34, Earth Elementalist 30, Cleric 25, Thief
12)
Dumathoin appears as a barrel-chested male dwarf with hair
and beard of sculpted gray stone, earth-brown skin, and eyes
of silver fire. His shoulders are as broad as most barn doors, and
his arms are knotted and bulging with corded muscles. He casts
priest spells from the spheres of all, combat, creation, divination,
elemental (earth, fire), healing, protection, travelers, and
wards. He can only cast wizard spells from the school of elemental
earth and those spells that involve earth, stone, or
metal. (The fact that he grunts and gestures rather than verbalizes
does not affect his spellcasting capabilities.)
AC -6; MV 12 or 15, Br 12 or 15; HP 238; THAC0 -10; *AT 5/2
Dmg 5d6+18 (mattock +5, +11 STR, +2 spec. bonus in broad
sword)
MR 70%; SZ M (6 feet tall) or H (18 feet tall)
STR 23, DEX 17, CON 24, INT 19, Wis 21, CHA 17
Spells P: 12/12/12/11/10/8/4, W: 8/8/8/8/8/8/8/7/7 *
Saves PPDM 2, RSW 1**, PP 4, BW 4, Sp 4
* Numbers assume one extra elemental earth spell per spell
level.
** Includes dwarf +6 CON save bonus to a minimum of 1. The
CON save bonus also applies to saves vs. poison to a minimum
of 1.
Special Att/Def: Dumathoin wields Magmammer, a mattock
+5 made of solidified magma with all of the powers of a mattock
of the titans and a maul of the titans.
Dumathoin is immune to all earth, stone, metal, and fire-based
spells. He is also immune to psionics, as well as any spell from
the schools of divination or enchantment/charm. Dumathoin
can see through solid rock to a range of 120 feet, and he
employs stone seeing at all times, allowing him to scry anywhere
on or beneath the surface of Toril. Once per day he can
summon 3d6 16-HD earth elementals to do his bidding for 12
turns; they will fight to the death for him. If encountered underground,
Dumathoin has the power to attack opponents by localized
rockfall the same way he manifests (see below). He can
cause such a fall once per round by a simple gesture, unerringly
doing 4d8 damage to all in a 20-foot-diameter area. When in
physical contact with the earth, Dumathoin regenerates at 3
points of damage per round.
A magical weapon enchanted to +2 or better is required to hit
Dumathoin. He is completely immune to any elemental earth
sphere or school spell, effect, or ability that he does not wish to
be affected by. He is immune to all dragon breath weapons that
create fire, lightning, cold, or acid.
Other Manifestations
The Keeper of Secrets commonly manifests in two helpful ways
and two harmful ways, treating dwarves and nondwarves
equally.
Often when miners or other creatures are lost underground,
particularly when their light sources are all gone, the power of
Dumathoin guides them to safety by causing rock crystals
exposed in the stone walls to sparkle or wink in sequence,
beckoning and outlining a route. Where crystals are lacking,
areas of bare rock may glow for a time.
Many miners pray to Dumathoin in thanks for another underearth
phenomenon: the sudden, spontaneous shifting of
wedged boulders or rubble blockages that have trapped miners
or prevented their further exploration.
In the same way, they call rumblings in the deep and other
earth tremors "the warnings of Dumathoin" and heed them
whenever they occur, particularly as a cavern is first entered or
a rockface first struck with pick or hammer. If warning tremors
are ignored, or Dumathoin's anger is severe, a cave-in occurs
above the offenders - typically a minor one doing 4d8 points of
damage (a successful saving throw vs. petrification reduces this
damage to 2d8 points). Dumathoin also uses this technique to
punish individuals whose actions offend him. In such cases, the
Keeper typically causes a localized rockfall (in other words,
down on the head of one offending character) from either a rock
ceiling overhead, or if on the outside of a mountain, from a peak
or ledge above. The damage is the same as that of a cave-in,
but no saving throw to reduce it is allowed, and there is no
chance of other characters being hit or a further collapse occurring
- Dumathoin's power is precise.
Dumathoin is served by azer, earth and fire elementals, galeb
duhr, undead dwarves, and urdunnirin. He demonstrates his
favor through the discovery of veins of precious ore and gems
of all types (except octel, shandon, sphene, and rock crystal, all
of which are sacred to Berronar). The Silent Keeper indicates his
displeasure by making rich veins play out quickly, leading miners
to discover pyrite (also known as fool's gold) or causing
uncut gems to shatter into worthless fragments upon the first
touch of a gemcutter's tools.
The Church
CLERGY: Clerics, crusaders, specialty priests
CLERGY'S ALIGN. : LG, NG, LN, N
TURN UNDEAD: C: Yes, Cru: No, SP: No
COMND. UNDEAD: C: No, Cru: No, SP: No
All clerics (including fighter/clerics), crusaders, and specialty
priests of Dumathoin receive religion (dwarven) and reading/
writing (Dethek runes) as bonus nonweapon proficiencies.
Clerics of Dumathoin (as well as multiclassed clerics) cannot
turn undead before 7th level, but they always strike at +2 on
all attack and damage rolls against undead creatures. At 7th
level and above, clerics can turn undead as other clerics do, but
as a cleric of four levels less than their current level. These modifications
apply only to the cleric class. All priests of Dumathoin
were male until the Time of Troubles; recently, however,
females have been permitted in the clergy.
All dwarves who live in (or venture into) subterranean areas or
mountains, or those who work directly with the riches of the
earth, worship the Silent Keeper. All dwarven miners and many
nondwarven ones at least appease him, even if they do not fully
support him. Miners in the North and dwarves throughout the
Realms often carry a small diamond, agate, or other gemstone
(of about 10 gp value, but not including octel, shandon, sphene,
or rock crystals, for reasons noted above) with them to attract
his favor.
Temples and shrines of Dumathoin are commonly found across
the North, in dwarven holds such as Adbarrim, Felbarr, Hillsafar
Hall, Ironmaster, Mithral Hall, Tethyamar, and the Far Hills.
There are also temples in the lands that were once held by the
realms of High and Deep Shanatar (now the kingdoms of Amn,
Erikazar, Tethyr, and Calimshan). While shrines and temples of
Dumathoin are typically found in the holds of the shield
dwarves, they are extremely rare among the other dwarven
subraces, except for the gold dwarves - in whose realms they
are merely uncommon. But the gold dwarves have constructed
at least two grand Dumathan houses of worship in the cities of
the Deep Realm. Temples of Dumathoin are constructed in the
deepest and best-hidden natural caverns, which may be
opened up or improved by dwarves without disqualifying them
for use. Such caverns are commonly chosen for their veins of
precious ores and/or the presence of many gems in the surrounding
rock, although the presence of Dumathoin's hidden
gifts is not strictly necessary. At the heart of such temples are
simple altars consisting of natural boulders or large stone
blocks. Statues of the Silent Keeper, depicting him in his many
aspects, line the walls.
Novices of Dumathoin are known as the Uncut. Upon taking the
Silent Vow, they become full priests and are known as Keepers
of the Shield. In ascending order of rank, the titles used by the
Keepers of the Shield are Agate, Onyx, Amethyst, Jargoon,
Garnet, Topaz, Opal, Sapphire, and Diamond. The highest ranking
priests of Dumathoin are collectively known as Beljurils, but
most have unique individual titles as well. Specialty priests are
known as delvesonns, a dwarvish word that can be loosely
translated at Dumathoin's hidden gifts. The clergy of Dumathoin
is composed primarily of shield dwarves (80%), gold dwarves
(18%), and gray dwarves (1%). Nondwarves, such as humans,
rock gnomes, stout halflings, and svirfneblin, make up the
remainder of the clergy and must be clerics, crusaders, or (if
normally permissible to the race in question) fighter/clerics.
Dumathoin's clergy is nearly evenly split between specialty
priests (45%) and clerics (44%). The remainder of the clergy
members are fighter/clerics (6%) or crusaders (5%). The
priesthood is still predominantly (97%) male.
Dogma: Walk the deep and silent ways of Dumathoin. Seek
out the hidden gifts of the Keeper of Secrets Under the
Mountain. That which is hidden is precious, and that which is
precious shall stay hidden. Seek to enhance the natural beauty
of Dumathoin's gifts and go with, not against, the contours of
the deeps. Beauty is in the discovery and the Grafting, not the
holding. Keep the places of our dead inviolate and well tended;
the noble ancestor of our race will neither be robbed nor
mocked through the actions of thieves and defilers. Abide not
undead creatures, especially those that take the form of
dwarves, thus mocking the creation of Moradin.
Day-to-Day Activities: Priests of Dumathoin seek always to
uncover the buried wealth of the earth without marring the
beauty of the ways beneath the surface or being overly greedy.
They often supervise mining operations and maintain underground
safety and security. They work to clean up the rubble of
mining, to grow and put in place luminous fungi and edible
deep-mosses, and to direct water through the earth to best
serve the underlife that includes, of course, dwarves. Priests of
this faith are always hunting for new veins of ore, new sources
and species of useful fungi, and new delves or underways never
explored before. They try to identify encountered dangers and
determine strategies to deal with these menaces of the deep
places appropriately. They also bargain with other (nonhostile)
underground races to avoid over-exploitation of resources.
A priest of Dumathoin is always learning the tiniest details of
conditions and life underground. Most priests are therefore
invaluable in leading companions through the underways in
darkness (for example, when all torches have been used). They
can also find water, veins of ore, and cracks or fissures that provide
ways out, or can be mined to yield a way from one cavern
to another.
As Keeper of Secrets Under the Mountain, Dumathoin is the
dwarves' protector in death. While it may have been otherwise
in the early days of dwarven civilization, Dumathoin's priests
have been the primary morticians and tomb protectors since
the latter days of Ammarindar, the lost dwarven realm that
existed as a contemporary of Netheril. In fact, priests of
Dumathoin do their god justice as Keeper of Secrets, for it is
incredibly difficult to find dwarven tombs at all, let alone plumb
their mysteries.
Holy Days/Important Ceremonies : Nights of new moons
and the days to either side of each such a night are considered
holy days. They are known collectively as the Deepstone Triad,
for the moon is considered to be hidden deep beneath the surface
during this time. Also, special holy days known as
Splendarrsonn can be decreed by a High Old One of the faith,
usually when dwarves discover a major new lode, lost subterranean
treasure cache or delve, or something of the sort.
Gems and jewelry are sacrificed to Dumathoin at each celebration
of the Deepstone Triad and on all other holy days. Such precious
stones are offered up on altars dedicated to the god.
Gems sacrificed to the Keeper are pulverized and mixed with
certain herbs and fungal secretions to derive a paste that serves
to make rock porous, help plant material adhere to it, and provide
nourishment for plants in contact with it. With buckets of
this acrid, purple-and-green fibrousa paste, priests of
Dumathoin creep about the underways painting and planting
fungi and other plant life to improve the underground environment.
These improvements include not only beautification of
the underground ways, but also concealment of stone dwarven
doors, redirection of watercourses to turn water-wheels or fill
reservoirs, and so on.
Among the various burial practices used by priests of
Dumathoin, there are only three set precepts that must be met.
First, the body must be washed, and three or more stone burial
tokens - the corpse's personal mark, the clan's mark, and
Dumathoin's mark - must be braided into the deceased's beard.
Second, the corpse is clothed in his or her own armor or a light
suit of mail burial armor. (No matter what trade a dwarf plied in
life, none enters the afterlife unarmored and unreadied.) Finally,
the priest presiding over the burial must create a song honoring
the dead dwarf's life and deeds; the song is carved into the
lid of the coffin or sarcophagus (or when in a large clan tomb
with numerous niches for fallen dwarves, onto the back of a
mausoleum seal, a plaque, or a marker covering the recess
where the deceased is buried).
The song is never sung out loud in honor of the ever-silent
Dumathoin. If someone finds it and speaks or sings it aloud, it
is believed that a curse will settle on the one who committed the
sacrilege. (Some suggest that the corpse itself might reanimate
and smite the offender.)
Burial practices may change slightly to suit particular clans, but
a number of alterations in typical burial practices occur upon the
passing of a dwarf deserving of special status. In general, there
are simply more ceremonies, and more attention is paid to the
construction of the tomb. The following are some specific variations
that might be found in the burials of important dwarves:
• The burial of a priest is a more convoluted and lengthy
process, incorporating aspects of Dumathoin's worship and that
of the god whom the priest served. Priests therefore tend to be
buried within well-guarded tombs, and their sarcophagi are surrounded
by (if not buried under) tokens and offerings from the
priest's friends and faithful. Priests of Clangeddin or Moradin
are often interred with the remains of their greatest conquered
adversary, ensuring a grand afterlife of battle against dwarffoes.
Unlike many other dwarven tombs, priests' spells are used
heavily in the interment of a priest to protect the remains and
offerings (and, some hint, to prevent the gods from calling on
their servants after their time has passed).
• Clan allies of any race can be interred within dwarven tombs,
but only if they fell in battle defending the allied clan, the tomb,
or a place sacred to Dumathoin.
• While others are buried with standard ceremony and accouterments,
wizards are always clad in robes made of woven silver
and sealed in solid silver sarcophagi (or a burial creche
lined with silver); this is due to a superstition born of an old
dwarven myth that Dumathoin paid Mystra his weight in silver
to garner his faithful protection from the magics that disturb the
sleep of the dead. While there is believed to be little truth in this
legend, the custom still prevails.
• Clan outcasts (assuming a priest of Dumathoin willing to officiate
over their burials can even be found) are buried without a
clan mark in their beards, and their coffins or burial place markers
often depict the broken or marred symbols of their former
clans.
Major Centers of Worship: Aecaurak Splendarrsonn, the
Gilded Hall of Glittering Gems, is a vast natural cavern deep in
the heart of Mirabar's mines, on the level known as the Third
Below. The Gilded Hall was first consecrated as a temple of
Dumathoin millennia ago by King Anarok of the Royal House of
the Helm in the dwarven realm of Gharraghaur. The original
cavern, located at the nexus of several veins of gold, was
expanded centuries ago by the followers of Dumathoin so as to
reveal the beauty and brightness of the golden ore without
actually extracting it. This gives the impression that the entire
cavern is gilded with gold leaf. In addition, thousands of gems
have been enchanted so as to float about the chamber, and a
few of them serve as the focus of continual light spells, creating
a brilliant rainbow of colors throughout the cavern. The current
high priest of the Gilded Hall is Voice of the Mountain Agrathan
Hardhammer, a prominent Councilor of Mirabar's elected
Council of Sparkling Stones. Both human and dwarven miners
attend worship services at Aecaurak Splendarrsonn.
A long-sealed temple of Dumathoin, the Vault of Hidden
Silences, still exists on the Lost Level in the depths of
Undermountain beneath the city of Waterdeep. A single priest,
Bandaerl Dumatheir, son of Rykos, blood of Melair, High Old One
of Dumathoin, and protector of Melairbode's essence (an archlich
specialty priest), guards the temple and adjoining crypts of
Clan Melairkyn from unwanted interlopers and Halaster's mischief.
(Further details of this temple may be found in
Undermountain: The Lost Level.)
Corundumdelve, the Hidden Gem of the Depths, is a legendary
temple of Dumathoin constructed by the urdunnirin tens of
miles below the surface of Faerun. Located deep beneath the
Alimir mountains of the Almraiven peninsula in eastern
Calimshan, this temple remains hidden. Its location has never
been revealed, even to the dwarves of Deep Shanatar when
that realm was at its height. Unlike conventional temples, the
Hidden Gem is not composed of walls, passages, and chambers,
but it is actually a vast dodecahedron composed entirely
of tightly packed amethysts, rubies, and sapphires, each larger
than a dwarven helm. Navigating (or even simply abiding in)
the temple requires the ability to pass through stone as if it did
not exist, an ability of the urdunnirin and a few High Old Ones
of Dumathoin who are capable of casting earth walk.
Affiliated Orders: The Knights of the Mithral Shield, based in
Citadel Adbar, is an order of 300 Dumathan crusaders and multiclassed
delvesonn/fighters. These elite dwarven warrior priests
serve as the honor guard of King Harbromm of Adbarrim and,
as of the fall of the
ore-held Citadel of Many Arrows, King Emerus Warcrown of
Felbarr. Each Dumathan knight is sworn to serve the Mountain
Shield as protector of the shield dwarves, whom Dumathoin is
forever pledged to protect.
Priestly Vestments: Dumathoin's clergy favor leather garments,
whether they be armor or mining gear. They keep their
heads bare and wear earth-brown cloaks and over-robes. Like
all dwarves, they grow their hair and beards long, but none of
the Silent Keeper's generally hirsute priests braid or trim their
hair. The holy symbol of the faith is a miniature silver pick.
Adventuring Garb: In times of likely strife, Dumathoin's
priests garb themselves in the most effective armor and
weapons available. The Silent Keeper's clergy members typically
favor picks, hammers, and other mining tools in combat, but
they are usually proficient in the use of a wide range of
weapons.
Specialty Priests Delvesonns
REQUIREMENTS: Constitution 12, Wisdom 9
PRIME REQ.: Constitution, Wisdom
ALIGNMENT: LG, LN, N
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, creation, combat, elemental (earth,
fire), healing, necromancy, protection, wards
MINOR SPHERES: Divination, guardian, travelers
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Blacksmithing; pick one: armorer or weaponsmithing
BONUS PROFS: Mining, mountaineering, survival (mountains,
Underdark)
• While most delvesonns are shield dwarves or urdunnirin,
dwarves of nearly every subrace are called to be specialty
priests of Dumathoin.
• Delvesonns are not allowed to multiclass.
• Delvesonns may select nonweapon proficiencies from the
warrior group without penalty.
• Delvesonns are protected at all times as if by a ring of mind
shielding and are completely immune to ESP, detect lie, and
know alignment, as well as comparable psionic powers.
• Delvesonns can cast detect metals and minerals (as the 1stlevel
priest spell detailed in Powers & Pantheons) or fist of stone
(as the 1st-level wizard spell) once per day.
• At 5th level, delvesonns can cast meld into stone or stone
shape (as the 3rd-level priest spells) once per day.
• At 7th level, delvesonns can cast identify (as the 1st-level wiz-
ard spell) as a wizard of the same level at will.
• At 10th level, delvesonns can cast stoneskin (as the 4th-level
wizard spell) once per day.
• At 13th level, delvesonns can cast passwall (as the 5th-level
wizard spell) once per day.
• At 15th level, delvesonns can speak with stones (as the stone
tell 6th-level priest spell) three times a day.
• In extremely rare circumstances, single-classed delvesonns
who are particularly favored by the Silent Keeper are selected
as the Chosen of Dumathoin and may continue to advance
beyond 14th level without having to earn triple normal experience
points. (These normally become NPCs under the control of
the DM.) After 14th level is exceeded, the delvesonns physical
body begins to calcify slowly. When the petrification process is
complete (usually within a decade), the Chosen of Dumathoin
is composed entirely of rock, with skin of light gray hue, a
heard composed of a cluster of stalactites, and normal eyes -
except for the irises, which sparkle like deep green emeralds.
Thereafter, the Chosen of Dumathoin is considered to be a
priestly archlich, with all the attendant abilities and restrictions.
Despite the strictures of the new form, the delvesonn retains full
mobility and moves, sounds, and acts like a normal dwarven
priest.
Dumathan Spells
In addition to the spells listed below, priests of the Silent Keeper
may cast he 1st-level priest spell detect metals and minerals,
detailed in Powers & Pantheons in the entry for Oeb.
2nd Level
Dumathoin's Rest(Pr 2; Abjuration, Necromancy)
Sphere: Necromantic, Wards
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 30-foot radius
Saving Throw: None
This spell causes animated skeletons and zombies to collapse.
Such remains cannot be reactivated or reanimated for a minimum
of 24 hours, during which time they will presumably be
properly interred. This affects 2d6 Hit Dice of animated skeletons
and/or zombies, 3d6 Hit Dice if the remains are of
dwarves.
The material component is the priest's holy symbol.
4th Level
Crypt Ward
(Pr 4; Abjuration, Enchantment/Charm) Reversible
Sphere: Guardian
Range: Special
Components: V,S,M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 100 square feet
Saving Throw: None
This spell is cast over a dwarven tomb or crypt. If the tomb is
larger than the spell's area of effect, additional castings can
ensure that the entire crypt complex benefits from the spell.
Otherwise, it is effective only within its 100-square-foot area.
Once a crypt ward is in place, it causes the dwarven remains
interred therein to animate temporarily in order to protect the
tomb from grave robbers. Whenever an intruder enters the
area of effect, the dwarven bones contained therein rise up and
attack. The bones attack as fighters equal to one-third of the
caster's level at the time the crypt ward is set up (fractions
dopped) and possess 5 hit points per one-third level of the caster.
Thus, a crypt ward cast by a 12th-level priest produces 4thlevel
bones that possess 20 hit points each. Note, however, that
the animated bones are not undead creatures; rather, the effect
is similar animates weapons. The dwarven bones do not animate
and attack if the intruders are other dwarves, so long as
the visitors do not attempt to plunder the tomb. Other races will
be attacked if not accompanied by a dwarf.
In any case, the dwarven bones animated by this spell cannot
leave the tea of effect. If intruders flee the area, the dwarven
bones return to their resting places until the next intrusion. If
the animated dwarves are slain, the remains have been
destroyed.
Dispel magic cannot negate a crypt ward, but a limited wish,
wish, or remove crypt ward can. The destruction of all the dwarven
bones in the tomb complex also negates the spell.
The reverse of this spell, remove crypt ward, enables the caster
to negate a crypt ward. In most dwarven enclaves, remove
crypt ward is reserved for rare times when dwarven remains
must be transported to a new site. A priest attempting to
remove the crypt ward must be of equal or greater level than
the caster who set the spell in place.
This spell is available to priests of all dwarven religions, but its
use is typically reserved for the priests of Dumathoin, who are
generally regarded as the keepers of the dead. It is said that
dwarven priests of old were far stronger than those of today, so
it is likely that, in truly ancient dwarven strongholds, there are
crypt wards that cannot be removed by modem priests.
The material components for both versions of this spell are the
caster's holy symbol and the ritual sacrifice of 10,000 gp worth
of precious metals and minerals.
Stonefall
(Pr 4; Alteration, Elemental Earth)
Sphere: Elemental Earth
Range: 120 yards
Components: V, S, M
Duration: 1 round
Casting Time: 7
Area of Effect: 3 cubic feet/level or creates one stone
Saving Throw: Special
This spell causes rocky materials present in an area to fall suddenly
in one of four fashions. If this spell is cast within 3 rounds
after a stonefire spell has been cast by a priest of Moradin, the
fiery damage of that spell is added to the striking damage of this
one.
(1) If cast underground, it causes stalactites to fall or starts a
cave-in. A fall of stalactites forces the intended target to roll 1d6
Dexterity ability checks. This simulates the number of stalactites
that fall if fewer stalactites are available, lessen the number of
checks. Each failed check equals one hit for 2d6 points of damage.
Fragile items may well have to roll item saving throws vs.
crushing blow if carried by a being that is struck or underneath
an area where the stalactites fall. This sort of attack is relatively
unlikely (roll of 1 on 1d6) to cause a more general cave-in. If
it does, the effect under option 2 occurs as well.
(2) A deliberate cave-in causes 4d8 points of damage to all
below it (succeed at a saving throw vs. petrification for half
damage). If the situation makes it possible for a cave-in to miss
the intended targets, the priest must make a successful attack
roll (at a +5 bonus to attack) as if attacking directly. A miss
means that the target scrambled adroitly enough away to avoid
all damage.
(3)If cast indoors, it causes a ceiling collapse. An indoor ceiling
collapse causes only 3d8 damage (succeed at a saving throw
vs. petrification for half damage) to all below the area of effect,
but damage to breakable items in the room and the space
above the ceiling must be considered. Beings that fall down
from or with the ceiling suffer 3d6 points of damage (minimum;
a successful saving throw vs. spell lowers this damage to
half) or more falling damage if directed by the distance fallen,
at 1d6 per 10 feet fallen (save for half).
(4)If cast in open air, it causes one fist-sized stone to fall rapidly
out of the sky and strike the intended target, causing 3d8
points of damage. The target is allowed a saving throw vs. spell
to avoid the missile and all damage.
The material component of this spell is a handful (at least
three) of fingerjoint-sized or larger stones or pebbles.
5th Level
Stone Seeing
(Pr 5; Divination, Elemental Earth)
Sphere: Divination, Elemental Earth
Range: Unlimited
Components: V,S,M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Special
Saving Throw: None
Similar to the wizard spells clairvoyance and wizard eye, stone
seeing enables the caster to scry whatever is within sight range
of the priest from the spell locale chosen. Distance from the
priest is not a factor, but, unlike the aforementioned wizards
spells, the selected locale must be entirely contained within solid
rock.
Stone seeing enables the caster to see through the enveloping
rock to a range of 100 yards per level of the caster or as far as
the rock itself extends, whichever is less. The caster can only
see in one direction at a time, but by turning his or her head,
she or he can adjust the direction of the stone seeing in any
direction desired. The spell enables the caster to see various
veins and inclusions in solid rock, including creatures that can
move through rock, such as xorn. The spell enables sight
beyond the rock surface only as dwarves do, in other words, as
if the caster were peering out from a cavern floor, wall, or ceiling.
The material components are the priest's holy symbol and a
small stone chip of the type of rock on which the spell is centered.
6th Level
Earth Walk
(Pr 6; Alteration)
Sphere: Elemental Earth
Range: 0
Components: v,s
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Caster only
Saving Throw: Special
This spell enables the priest to pass into and through stone and
earth as if she or he were a xorn with a movement rate of 6.
This ability adapts well to ambush tactics, and opponents have
a -3 penalty to their surprise rolls.
The spellcaster can carry objects that weight up to twice the
priest's body weight (total) through the stone as well. For the
spellcaster to use this ability offensively, the priest must make
a successful attack roll to grab the subject, who is then allowed
a saving throw vs. petrification to break free. If the saving throw
fails, the spellcaster imprisons the caught being (as effects of
the 9th-level wizard spell imprisonment). A .freedom spell
releases the trapped being (as the reverse of imprisonment).
A phase door cast on a earth walking priest instantly kills the
dwarf.
#4

realmaster

Nov 02, 2006 1:04:05
I don't think that was suppose to be posted because of copyrights.
#5

zombiegleemax

Nov 02, 2006 15:29:09
I don't think that was suppose to be posted because of copyrights.

I posted it becouse it is only an ex libris, non a whole handbook, so I think it does not violate any copyright. I hope so, at least! ;)