1st
1 Enchant
2 Protect Silver
3 Detect Metal
4 Detect Traps
5 Detect Sloping Passages
6 Note Shifting Walls & Rooms
7 V Goblins & Kobolds
8 Glow
2nd
1 Enchant +1
2 Detect Invisible
3 Locate Metal
4 Detect Gems
5 Infravision
6 Resistance I
7 V Orcs, Goblins & Kobolds
8 Strength
3rd
1 Enchant +2
2 Detect Ethereal & Out-of-phase
3 See Invisible
4 Locate Gems
5 Weapon Range
6 Resistance II
7 V Gnolls, Hobgoblins & Orcs
8 Hill Giant Strength
4th
1 Enchant +3
2 Protection/Rust
3 See Ethereal & Out-of-phase
4 Healing I
5 Missile Range
6 Resistance III
7 V Ogres, Gnolls & Orcs
8 Stone Giant Strength
5th
1 Dwarven Weapon
2 Runes
3 Amulet
4 Healing II
5 Missile Return/Speed
6 Weapon Summoning
7 V Giants
8 Frost Giant Strength
6th
1 Ensoul Device
2 Great Runes
3 Boots
4 Healing III
5 Missile Casting
6 Gauntlets
7 V Dragons
8 Fire Giant Strength
7th
1 Soul Device
2 Bind Spell
3 Helm
4 Girdle
5 Pendant
6 Conjure Earth Elemental
7 V Balrogs
8 Cloud Giant Strength
8th
1 Purpose Device
2 Control Spell
3 Torc
4 Book
5 Talisman
6 Bind Rock
7 V Demons
8 Storm Giant Strength
Explanation of Dwarven Enchantment Spells
Enchant: as standard.
Level: 1st.
Protect Silver: as standard.
Level: 1st.
Detect Metal: as standard.
Level: 1st.
Detect Traps: will note mechanical or magical traps with range 2", or may detect range 6". Duration: 2 turns.
Level: 1st.
Detect Sloping Passages: will detect whether a passage is sloping, on being used within it. Duration: 2 turns.
Level: 1st.
Note Shifting Walls & Rooms: will note these automatically. Duration: 2+level turns.
Level: 1st.
V Goblins & Kobolds: gives a weapon an extra +1 H.prob against these and a damage bonus equal to the total H.prob. Duration: enchantment.
Level: 1st.
Glow: used to enchant a piece of rock-crystal, usually a sphere 1-3 inch radius, to glow as a Light spell. Adjustable radius between 6 inches and 3" by one who knows the spell, or a matching mounting of silver or mithral may be enchanted with the crystal at +50% cost in money to allow any to control the radius. The duration is inversely proportional to the radius. Radius: 6 inches-3". Duration: 360-6 turns.
Level: 1st.
Enchant +1: as standard.
Level: 2nd.
Detect Invisible: as standard.
Level: 2nd.
Locate Metal: is as the spell Locate Object, but only the type of metal and whether it is ore or refined need be known. Range: spell- 6"+1"/level, enchantment- 6". Duration: 2 turns.
Level: 2nd.
Detect Gems: as standard.
Level: 2nd.
Infravision: as standard.
Level: 2nd.
Resistance I: as standard.
Level: 2nd.
V Orcs, Goblins & Kobolds: as V Goblins & Kobolds but also applies to Orcs.
Level: 2nd.
Strength: is as a Strength spell or as an enchantment gives +2 strength only, if strength basic is less than 18. Duration: as spell/enchantment.
Level: 2nd.
Enchant +2: as standard.
Level: 3rd.
Detect Ethereal & Out-of-phase: as standard.
Level: 3rd.
See Invisible: as standard.
Level: 3rd.
Locate Gems: is as the spell Locate Object, but only the type of gems and whether they are worked or unworked need be known, type may be a value plus or minus 50% or a specific gem, eg: diamond, ruby. Range: spell- 6"+1"/level, enchantment- 6". Duration: 2 turns.
Level: 3rd.
Weapon Range: gives a hand-thrown missile, eg: spear, hammer, knife, axe; double range (usually 6" rather than 3"). Duration: enchantment.
Level: 3rd.
Resistance II: as standard.
Level: 3rd.
V Gnolls, Hobgoblins & Orcs: gives a weapon an extra +1 H.prob and a damage bonus equal to the total H.prob against these. Duration: enchantment.
Level: 3rd.
Hill Giant Strength: gives the H.prob (8HD monster) and damage (2D8) of a Hill Giant, non-additive with H.prob and damage bonuses due to natural strength. Duration: 2 turns/enchantment.
Level: 3rd.
Enchant +3: as standard.
Level: 4th.
Protection/Rust: as standard.
Level: 4th.
See Ethereal & Out-of-phase: as standard.
Level: 4th.
Healing I: as standard.
Level: 4th.
Missile Range: gives either missiles, eg: 6 arrows/bolts/shot, 4 darts, 2 spears; or a missile casting device, not: catapult, ballista; double range. Does not work on boulders or ballista bolts. Duration: 1 turn/enchantment.
Level: 4th.
Resistance III: as standard.
Level: 4th.
V Ogres, Gnolls & Orcs: gives a weapon an extra +2 H.prob and a damage bonus equal to the total H.prob against these. Duration: enchantment.
Level: 4th.
Stone Giant Strength: as the spell Hill Giant Strength but gives H.prob as a 9HD monster and 3D6 damage. Duration: 2 turns/enchantment.
Level: 4th.
Dwarven Weapon: gives a weapon double damage (not doubling weapon and strength damage bonuses) in the hands of a dwarf, and the hit probability bonus as a damage bonus or triple damage against a class of creatures, in addition may prevent other powers enchanted into the weapon, such as Weapon Range and Missile Return, being used by non-dwarves. Duration: enchantment.
Level: 5th.
Runes: some dwarven runes are: Infravision, See Invisible, Locate Gems (unactivated- Detect Gems, 1" range note), and Locate Metal (unactivated- Detect Metal, 1" range note). Duration: enchantment only- 2 turns after activation.
Level: 5th.
Amulet: as standard.
Level: 5th.
Healing II: as standard.
Level: 5th.
Missile Return/Speed: causes missiles to return to quiver/sheath/hand as is desired/appropriate. If the missile is caught/destroyed it will not return. The Speed version of this on a missile caster makes light weapons self-cocking. Duration: 1 turn/enchantment.
Level: 5th.
Weapon Summoning: as standard.
Level: 5th.
V Giants: is a major bane enchantment giving an extra +2 H.prob and a damage bonus equal to the H.prob bonus against all giants. Additionally it gives double damage (not doubling weapon or strength damage bonuses) against one type of giant; usually Hill, Stone or Fire, occasionally Frost or Cloud, and very rarely Storm; chosen during enchantment. Duration: enchantment.
Level: 5th.
Frost Giant Strength: as the spell Hill Giant Strength but gives H.prob as a 1OHD monster and 4D6 damage. Duration: 2 turns/enchantment.
Level: 5th.
Enchantments of this level and above are Great or Master Enchantments and should not be attempted by those below 12th level. If one of these enchantments is flawed in the making it may not even be detected by the enchanter without great and very special precautions and results following the use of the device may be terrible.
Ensoul Device: as standard.
Level: 6th.
Great Runes: some dwarven great runes are: Strength (unactivated- +2 strength, activated- as spell for 2rounds), Fire Resistance (unactivated- lround only), Dragon Breath Resistance (no effect unactivated, activated- 6round), Poison Resistance, Detect Ethereal (unactivated- 1"range note), and Healing (as Healing I, usable once/week). Duration: enchantment only, continual except as noted.
Level: 6th.
Boots: as standard.
Level: 6th.
Healing III: as standard.
Level: 6th.
Missile Casting: enables an item to cast missiles from source, such as a quiver or created by Weapon Summoning, without physical effort by the user except pointing the device in the required direction. The device will usually take the form of enchanted bracer and quiver or a ring or other item which also has enchanted Weapon Summoning. Missiles are cast 3"/24" for hand/bow cast missiles, striking as cast by one of the caster's dexterity as missile/composite bow/light crossbow. The device may be further enchanted to a maximum of +3 with no extraordinary powers to improve H.prob, a second missile may be cast at only +50% cost in time and money from a separate though associated device (eg: bracer bows and quivers). This device may be used by all (though probably not clerics unless it cast shot). Duration: permanent enchantment only.
Level: 6th.
Gauntlets: as standard.
Level: 6th.
V Dragons: is a major bane enchantment giving an extra +2 H.prob and damage bonus equal to the H.prob bonus against all dragons. Additionally it gives triple damage (not doubling weapon or strength damage bonuses) against one type of dragon; usually White, Black, Brass, Copper; often Red, occasionally Blue, Green or Bronze, rarely Silver and very rarely Gold; never for Tiamat or Bahamut. Alternatively by local dragons. Duration: enchantment.
Level: 6th.
Fire Giant Strength: as the spell Hill Giant Strength but gives H.prob as an 11HD monster and 5D6 damage. Duration: 2 turns/enchantment, never permanent enchantment.
Level: 6th.
Soul Device: as standard.
Level: 7th.
Bind Spell: as standard.
Level: 7th.
Helm: as standard.
Level: 7th.
Girdle: as standard.
Level: 7th.
Pendant: as standard.
Level: 7th.
Conjure Earth Elemental: as the Druid spell, if enchanted the device will almost certainly be keyed to dwarves, and possibly dwarves of a given tribe or family. Duration: spell/enchantment.
Level: 7th.
V Balrogs: is a major bane enchantment giving an extra +2 H.prob and damage bonus equal to the total H.prob bonus against all semi-divine creatures of a given bias (ie: Good or Neutral or Evil). Additionally it gives triple damage against one type of these creatures (not doubling weapon or strength damage bonuses), for example Balrogs, Titans, Coatl, Shedu, Ki-rin, Efeet, Djinni. Duration: enchantment.
Level: 7th.
Cloud Giant Strength: as the spell Hill Giant Strength but gives H.prob as a 12HD monster and 6D6 damage. Duration: 2 turns/enchantment, not permanent.
Level: 7th.
Purpose Device: as standard.
Level: 8th.
Control Spell: as standard.
Level: 8th.
Torc: as standard.
Level: 8th.
Book: as standard.
Level: 8th.
Talisman: as standard.
Level: 8th.
Bind Rock: takes the form of either a controlling enchantment over a rock object upto 1 ton in weight (doubled/level above 16th) or a binding spell strengthing rock walls (doubles structural points) of an area 100 square feet (quadrupled/level above 16th). The controlled rock mass will move as one object (no bending) and hence best for portals, movable roofs etc; it must always be in contact with another piece of fixed rock. As an enchantment the controlled mass may have a word or phrase of command. Duration: control- 2 turns/enchantment, binding- permanent.
Level: 8th.
V Demons: is a major bane enchantment giving an extra +2 H.prob and damage bonus equal to the total H.prob against demonic or minor divine creatures of a given bias (ie: Good or Neutral or Evil). Additionally it gives triple damage against one type of these creatures (not increasing weapon or strength damage bonuses), for example Minor Demons/Devils, Greater Demons/Devils, Sons of Set, Servants of Osiris, minor Demigods, Seraphim and Cherubim. Duration: enchantment.
Level: 8th.
Storm Giant Strength: as the spell Hill Giant Strength but gives H.prob as a 15HD monster and 7D6 damage. Duration: 2 turns/enchantment, not permanent.
Level: 8th.
(c) Rory O. McLean, 1980 - Jun. 2004
Permission granted to use for non-profit making purposes