Additional Dwarven Enchantments


This document describes some uncommon dwarven enchantments, intended for use by dwarven Spell Smiths and enchanters.

     1st
 1 Polish
 2 Detect Gasses
 3 Detect Magical Metal
 4 Structural History

     2nd
 1 Walk on Earth
 2 Analyse Air
 3 Reverse Corrosion
 4 Enhance Dwarven Senses

     3rd
 1 Stone Shape
 2 Strengthen
 3 Analyse Ore
 4 Earthsense

     4th
 1 Protection from Stone
 2 Dwarven Door
 3 Rock Sleep
 4 Lighten I

     5th
 1 Distance Distortion
 2 Glassee
 3 Protection from Metal
 4 Lighten II

     6th
 1 Stone Tell
 2 Door
 3 Bolt Summoning I
 4 Autofit I

     7th
 1 Animate Rock
 2 Move Earth
 3 Bolt Summoning II
 4 Autofit II

     8th
 1 Bolt Summoning III
 2 Earthquake
 3 Walk through Earth
 4 Autofit III


Explanation of Additional Dwarven Enchantment Spells

1st level

Polish: Allows the caster to clean and polish a single object of up to 1000 square feet surface area, or that much of a larger one. A very high quality of finish can be obtained, and this will improve if the spell is used repeatedly over time. If it affects the inside of armour, the spell will keep it clean, and avoid the hygiene problems of wearing armour for extended periods. Range: 6". Duration: instantaneous/enchantment.
Level: 1st.

Detect Gasses: allows the caster to detect dangerous and/or unbreathable gasses within underground spaces. It only works if the caster is more than 10' underground. Range: 6" radius. Duration: 2 turns/enchantment.
Level: 1st.

Detect Magical Metal: is a modified version of Detect Metal which only detects only naturally magical metals and their ores. Appropriate metals will be noted within 4", or can be detected within 12" for a mass of 100gpwt (10lb); range is reduced proportionally for lesser masses.
Level: 1st.

Structural History: tells the caster about the strength of a building or a cave, and gives a general idea of its layout and purpose ˜ a builder‘s version of Know History. This will often give clues about concealed openings and doors, etc.
Level: 1st.

2nd level

Walk on Earth: allows the recipient to walk on any earth or stone surface as if it were horizontal ground. It works by altering the local gravitational field of the recipient, so that his clothing, equipment, etc, remain in their normal orientation with respect to him, irrespective of the angle he is at.
Level: 2nd.

Analyse Air: allows the caster to analyse the atmosphere of underground spaces. It only works if the caster is more than 100' underground. This allows the caster to know if a space is ventilated, how long the air within it will last for the number of creatures present, and about any traces of dangerous gasses. It can be used to detect air-filled caves within range. Range: 12" radius. Duration: 2 turns/enchantment.
Level: 2nd.

Reverse Corrosion: reverses the corrosion of a metal object, provided not more than 5%/level of its material has been corroded, and all of the corroded material is available (losses of up to 1%/level can be replaced by supplying appropriate uncorroded metal). This will not restore magical powers which have been lost through the destruction of an object. Range: touch. Duration: instantaneous.
Level: 2nd.

Enhance Dwarven Senses: enhances the natural sense of a dwarf; raises their infravision range to 120', increases their assorted abilities (detect new construction, etc) to 95% (90% for the abilities whose basic level is 50%) and gives them the same ability to spot secret doors as an elf. Casting time: 1 turn. Duration: 1 hour/level/enchantment.
Level: 2nd.

3rd level

Stone Shape: as druid spell. Duration: as spell/enchantment.
Level: 3rd.

Strengthen: applied after Enchant, gives an item +5 to any saving throw against being damaged, applying in addition to any saving throw bonuses for its plusses. Duration: permanent enchantment only.
Level: 3rd.

Analyse Ore: enables the caster to determine the metal content(s) and richness of a mineral and gives a good idea of how difficult it will be to extract. Metals unknown to the caster are detected, but not identified. Range: touch. Duration: instantaneous.
Level: 3rd.

Earthsense: allows a dwarven recipipient to perceive earth, stone, etc, directly, without light, touch, etc, within the dwarf's infravision range (it stacks with Enhance Dwarven Senses). This allows navigation underground and detection of voids, caves, etc. Applied to a non-dwarf, this gives the specialised senses of a dwarf, but no other benefit. Duration: 8 hours, terminates for a non-dwarf if they go above ground.
Level: 3rd.

4th level

Protection from Stone: similar to the druidical Protection from Fire spell, but protects from damage done by earth and stone. If cast upon the caster, or upon one to whom an enchanted item is keyed, it gives complete immunity to small-scale damage from stone or earth (e.g., scree slides, non-magical sling stones) and absorbs 12 points per level of effect of damage from large and/or magical stones, such as siege engines, giant-hurled boulders, earth elementals, rockfalls, etc. Being crushed by a major rockfall, caught in a crack opened by an earthquake, etc, will generally do quite enough damage to use up this protection and kill the user. If the user of this spell falls onto an earth or stone surface, half of the falling damage is absorbed by this spell. If cast on another, it gives +4 to armour class or saving throws and half effect from the damage forms listed above. Duration: 1 turn/level/Enchantment.
Level: 4th.

Dwarven Door: turns a stone door apparently back into the rock it was carved from; lasts until activated, as per Magic Mouth. The door must have been carved by hand; with this spell in effect it can't be Passwall'd, although it can be Phase Door'd. A self-charging enchantment of this spell will supply several well-known literary devices.
Level: 4th.

Rock Sleep: turns the recipient into a stone statue, looking like a normally carved statue, rather than the suspicious detail of a petrified body. The recipient does not need to breathe, eat, or drink, while under the effects of the spell, and does not age. The spell terminates as soon as the user turns back to his normal form, but the user can also put himself to sleep while under the effects of the spell and the duration of 1 hour/level applies to time spent conscious. The user can specify conditions under which he will awaken (as per Magic Mouth). Bind Rock can be used to strengthen a sleeping rock. Range: touch.
Level: 4th.

Lighten I: Makes armour or a shield easier to carry without reducing its mass. In many worlds, all enchanted armour is automatically lighter, and the effects of this spell are included in the effects of the Enchant spells. If still lighter armour is needed, or the world does not believe that all enchanted armour is lighter, application of this enchantment will reduce the encumberance of armour by one step on this table:
Category 0: Naked, or almost so.
Category 1: Normal clothing.
Category 2: Leather, studded leather or padded armour, bucklers and small wooden shields.
Category 3: Chainmail, ring mail, brigandine, scale mail, hide armour, small and medium metal shields.
Category 4: Plate mail, splint mail, banded mail, bronze plate mail, field plate, full plate, large and body shields.
Category 5: Tilting armour, other very heavy or restricting armours.
Duration: permanent enchantment only.
Level: 4th.

5th level

Distance Distortion: as Magic-User spell, but if enchanted, the Earth Elemental is not bound to the area and may leave without spoiling the effect. Note that non-permanent enchantments must also summon the Earth Element when activated. Duration: as spell/enchantment.
Level: 5th.

Glassee: as Magic-User spell. Duration: as spell/enchantment.
Level: 5th.

Protection from Metal: as Protection from Stone, above, but protects from damage done by any form of metal, including metal weapons. There are very few forms of metal damage to which the complete immunity applies, save perhaps being caught in a landslide of iron fillings.
Level: 5th.

Lighten II: Applied after Lighten I, reduces the encumberance of armour by a further category.
Level: 5th.

6th level

Stone Tell: as Cleric spell. Duration: as spell/Self-Charging.
Level: 6th.

Door: creates a physical door through wood, stone, or metal, of thickness up to 1' per level of caster, creating a tunnel if required for thick walls. The position of the door in any such tunnel is at the discretion of the caster. This spell is a specialised and hard-wired version of Polymorph Any Object, so the door is not permanent: it lasts 1 year if it is entirely made from the material of the wall, or 1 month if the caster desires other materials (e.g. metal hinges in a wooden door). The DM may adjust the duration according to the 'plausibility' of a door at the position, liberal use of alien materials (e.g. an all-wood door in a metal wall), etc. No lock is created for the door, although one may be fitted, and the door can be modified, demolished, etc, as a normal door could be. The door detects as magical and may be dispelled; if this happens, the transformed wall 'grows back' rapidly, displacing anything in space that it now occupies. The maximum size of the door is 1 foot of edge per level of effect: if cast at 14th level, a door 2' by 5' could be created. If the caster creates a door with at least 2' of edge less than he could manage, the door may be a secret door on one side.
Level: 6th.

Bolt Summoning I: enchanted on a crossbow, summons 1 crossbow bolt at will. Enchant spells may be used to give the bolts a bonus, up to the plus of the bow and a maximum of +3. A crossbow which summons its own bolts has double the rate of discharge of a standard bow. This enchantment can also be used (choose at time of enchantment) to summon two bolts, identical to a bolt loaded by hand into the crossbow. Missile Casting must be enchanted separately for each summoned bolt to allow them to be fired. This gives the normal rate of discharge, but three bolts are fired at each shot. The summoned bolts are limited to the lesser of (+3, plus of loaded bolt, plus of crossbow) and special properties of the loaded bolt are not duplicated (e.g. slaying, applied poison, returning, etc, etc). Summoned bolts vanish one segment after hitting anything solid.
Level: 6th.

Autofit I: makes armour or a shield automatically adjust to the size and body shape of it's wearer. In many worlds, all enchanted armour autofits and the effects of one application of this spell are included in the effects of the Enchant spells. If a more drastic autofit is needed, or the world does not believe that all enchanted armour autofits, then application of this enchantment will allow armour to change size by plus or minus 33% (so armour for a 6' human will fit a 4' dwarf, or an 8' ogre).
Level: 6th.

7th level

Animate Rock: as druid spell. Duration: as spell/enchantment.
Level: 7th.

Move Earth: as magic-user spell. Duration: as spell/enchantment.
Level: 7th.

Bolt Summoning II: enchanted after BSI, allows three bolts to be summoned for a self-loading crossbow, with a maximum of +4. Missile Casting must be enchanted twice for the two non-nocked bolts. For a hand-loaded crossbow, four bolts are summoned, for a discharge of five, with a maximum of +4, and requiring four enchantments of Missile Casting.
Level: 7th.

Autofit II: applied after Autofit I, allows a 66% size change, and accomodation of a somewhat different body form (e.g. openings for wings, two heads, tentacle limbs).
Level: 7th.

8th level

Bolt Summoning III: enchanted after BSI and BSII, allows five bolts to be summoned for a self-loading crossbow, with a maximum of +5. Missile Casting must be enchanted four times for the four non-nocked bolts. For a hand-loaded crossbow, six bolts are summoned, for a discharge of seven, with a maximum of +5, and requiring six enchantments of Missile Casting.
Level: 8th.

Earthquake: as Cleric spell. Duration: as spell/Self-Charging.
Level: 8th.

Walk through Earth: as the clerical spell Wind Walk, but turning the users into stone and allowing them to pass through stone or earth, rather than air. The depth they can reach is limited by heat; without additional fire resistance, the spell protects from the heat of any solid or plastic rock, but not of free-flowing lava.
Level: 8th.

Autofit III: applied after Autofit I and II, allows 100% size change and very different body forms (e.g. a horse, a bird, a dolphin). More drastic levels of autofitting must be done using shapeshift or polymorph-based magic.
Level: 8th.


(c) John Dallman, 1980 - Jun. 2004
    Permission granted to use for non-profit making purposes