* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Help with 2nd Ed. Specialty Priest of Dumathoin Started at 10-08-06 12:02 AM by spankbox20 Visit at http://forums.gleemax.com/showthread.php?t=717090 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : spankbox20 Date : 10-08-06 12:02 AM Thread Title : Help with 2nd Ed. Specialty Priest of Dumathoin 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 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : ypexode Date : 10-14-06 07:37 AM Thread Title : Re: Help with 2nd Ed. Specialty Priest of Dumathoin nineandhalf2004@yahoo.gr This is my mail.If you want i can send them to you because i have a pdf version of demihuman deities. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Arcanda Date : 10-16-06 03:21 PM Thread Title : Re: Help with 2nd Ed. Specialty Priest of Dumathoin 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. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : realmaster Date : 11-02-06 02:04 AM Thread Title : Re: Help with 2nd Ed. Specialty Priest of Dumathoin I don't think that was suppose to be posted because of copyrights.:confused: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Arcanda Date : 11-02-06 04:29 PM Thread Title : Re: Help with 2nd Ed. Specialty Priest of Dumathoin I don't think that was suppose to be posted because of copyrights.:confused: 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! ;) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:18 AM.