Magic of the Dwarves (part 2): Domains of the Dwarves
Date: Wed, June 16, 2004
Topic: Spells of Oerth

continuing along the idea of dwarven magic in the 3e envirnment, it seems likley that the dwarven gods would grant domains to thier folowers that are different then those that human gods might grant. This part of Magic of the Dwarves will focus on a few of those domains, and introduce a few new spells as well.

Magic of the Dwarves (part 2): Domains of the Dwarves
By: cwslyclgh
Used with Permission. Do not repost without obtaining prior permission from the author.

Magic of the Dwarves (part 2): Clerical Domains of the Dwarves

By C. Wesley Clough

The dwarves of the Flanaess have their own pantheon of deities, with Moradin the soul forger at its head and including such notable deities as Clangeddin the god of battle, Berrona the goddess of hearth and home, and Dumathion the keeper of secretes under the mountain (for a complete listing of the gods worshiped by the dwarves of the flanaess see the LG deities download at the RPGA Living Greyhawk site).

Several of these deities grant domains not available to clerics of other races. They domains are typically dwarvish in nature and deal with subjects that are of great interest to the dwarves and their deities. The Stone, Forge, and Jewel domain are presented below, along with the deities that offer them.

Dwarven Domains

(* indicates spell presented in Magic of The Dwarves prt 1, ** indicates new spell presented here)

Deities: Dumathion, Moradin
Granted Power: Greater Stone Cunning, +4 bonus on search checks to notice unusual stone work and stone work traps, this bonus stacks with the +2 racial bonus to such things that all dwarves get.

1. Magic Stone
2. Rock Burst*
3. Stone Shape
4. Strength of Stone*
5. Stoneskin
6. Wall of Stone
7. Flesh to Stone
8. Statue
9. Imprisonment

Deities: Dumathion, Laduguer, Moradin
Granted Power: When using the craft skill to perform any sort of metalworking smithery, such as blacksmithing, weaponsmithing, etc. a cleric with the forger domain gets twice as much work done in a day as would be indicted by the skill check (in effect items take half as long to make).

1. Magic Weapon
2. Magic Vestment
3. Greater Magic Weapon
4. Temper*
5. Fabricate
6. Animate Objects
7. Mass Temper*
8. Iron Body
9. Polymorph any Object

Deities: Abbathor, Dugmaren Brightmantle, Dumathion, Moradin
Granted Power: +4 bonus on all appraise checks that deal with gems or jewelry (this stacks with the dwarven +2 racial bonus on such checks) and Appraise is a class skill.

1. Alarm
2. Opalescence**
3. Diamond Dust**
4. Cloak of Sapphires**
5. Stone Skin
6. Tunnel*
7. Jewel Barrier (As blade barrier but takes the form of whirling razor sharp jewel shards)
8. Trap the Soul
9. Soul Bind

Cloak of Sapphires
Conjuration (Summoning)
Level: Jewel 4
Components: V,S,DF
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell creates a cloak of pale blue energy around the creature touched (which can be the caster). The energy cloak is filled with sparkling, brilliant blue points of electrical light that look much like sapphires. As long as the spell is in effect the cloak will absorb the first 10 points of electrical damage that the wearer takes in any round. In addition any opponent striking the wearer with physical melee attack will take 1 point of electrical damage per caster level from the “sapphires” with in the cloak. If the attack comes from a mostly metal weapon (such as a sword) the damage is doubled (maximum of 30 points). There is no saving throw against this electrical discharge.

Diamond Dust
Conjuration (Summoning)
Level: Jewel 3
Components: V,S,DF
Casting Time: 1 standard action
Range: 40ft.
Area: Cone shaped burst
Duration: instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: No

The caster fires a cone shaped cloud of sparkling grayish-white dust from his outstretched hand, any creature caught in the cloud will be blinded for 1 round per caster level unless a successful fortitude save is made, in which case the blindness lasts but a single round. Additionally, creatures who fail the save suffer a –2 penalty to attack rolls and saving throws the same duration as the blinding effect (1 round per caster level) as they are coughing and hacking at the dust that has coated their nose and throat. Creatures with out eyes are immune to the blindness effect, and those that do not breathe are immune to the choking effect. This spell cannot be cast underwater.

Evocation [light]
Level: Jewel 2
Components: V,S,DF
Casting Time: 1 standard action
Range: personal
Target: You
Duration: 1 minute/level

For the duration of the spell the caster glows with positive energy, shedding a soft white light that is the equivalent of a torch (providing bright illumination out to 20ft, and shadowy illumination out to 40ft.). While the spell is effect the caster gets a +4 bonus on all turn undead checks made against undead in the brightly illuminated area.

Magic of the Dwarves (Part 1): Spells of Steel and Stone

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