Date: Wed, 11 Mar 92 06:08:43 -0800
From: c9e-al@danube.berkeley.edu (Chua Hak Lien)
The Dwarnoi - Dwarven Stone Mages

This is a new character class open to dwarves only. Stone is to the Dwarnoi as nature is to the druid. The Dwarnoi use the magic within stones to protect and serve their race, and are well regarded by other dwarves.

Requirements

A Dwarnoi, besides having to be a dwarf (the DM may even wish to limit the class to Mountain Dwarves), must have an Intelligence of at least 10 and a Wisdom of at least 12. The latter is a prime requisite. Dwarnoi use the same table for level advancement, hit dice and saving throws as do priests. The level limit on the class is 14th, which few Dwarnoi have ever attained. They do not gain additional spells due to high wisdom.

Weapons Allowed

Dwarnoi may wear any type of armor and shield, and any weapon allowable to dwarves. They attack on the same table as priests.

Spells

Dwarnoi have access to spells regarding stone in both priest and wizard classes, with some additional spells unique to their class. A full list is given below.

Granted Powers

The Dwarnoi have a secret language consisting of stone-tapping. It is rudimentary, at best, but is sufficiently developed to transmit simple messages. Like all secret tongues, it is jealously guarded. The Dwarnoi are resistant to earthquakes, and run no risk of being swallowed by them, natural or otherwise.

Additional powers are gained at the following levels.

- At 3rd level, the Dwarnoi can automatically perform all the detects
  on page 21 of the PHB with 90% accuracy.
- At 3rd level and beyond, he can turn gargoyles as if they were
  zombies on the undead turning chart. 
- At 5th level, he can converse with any creatures that make their
  homes within stone.
- At 10th level, the Dwarnoi can call for an earthquake, but with dire
  consequences. He is stripped of all spell-casting and rune-carving
  abilities for a month at least, and till that time must not step foot
  within a Dwarnoi sanctuary. To do so is to run the risk of being
  killed by members of its own sect.
- Dwarnoi cannot turn undead.
Proficiencies

The Dwarnoi use the priest table for both WP's and NWP's. They must take the proficiency of stonemasonry initially, and mining by 3rd level. They can take on craftsman skills from the warrior table (armorer and weaponsmithing) without paying the double cost in slots.

Ethos

The Dwarnoi respect the mountains and stones, and the treasures they conceal within. They consider these metals to have been placed in stone to be shaped, and carved into new and wonderful works. Mining solely for profit is detested by the Dwarnoi, though they will avoid entangling in such affairs.

The holy symbol of the Dwarnoi is simply a piece of stone. As an acolyte, the Dwarnoi receives his stone from the mother rock. This is a boulder from which all members gain their holy symbol from. As time goes by and the caster rises in level, the rock becomes more smooth and well-rounded. Losing the stone require a penance of some sort; probably some minor quest if the loss was due to a good reason, a major endeavor if not.

Spell Advancement

Char Level	1  2  3  4
~~~~~~~~~~	~~~~~~~~~~
3rd		1  -  -  -
4th		2  -  -  -
5th		3  -  -  -
6th		3  1  -  -
7th		3  2  -  -
8th		3  3  -  -
9th		3  3  1  -
10th		4  3  2  -
11th		4  3  3  -
12th		4  3  3  1
13th		4  4  4  1
14th		4  4  4  2
Spells

1st lvl: Spider Climb (R: W1), Magical Stone (P1), Locate Animals or Plants (R: P1), Pass Without Trace (R: P1), Shatter (W1), Sharpen (D)

2nd lvl: Dig (W4), Locate Object (R: P2), Meld Into Stone (P3), Passwall (W5), Stone Shape (P3), Stoneskin (W4), Strengthen (D), WarStone (D)

3rd lvl: Move Earth (W6), Phase Door (W7), Spike Stones (P5), Stone Bridge (D), Stone Shape (W5), Transmute Rock To Mud (W5), Wall Of Stone (W5), Wall Of Iron (W5), Statue (Spe: W7)

4th lvl: Animate Rock (P7), Conjure Earth Elemental (P7), Dwarf Golem (D), Sink (W8), Stone Tell (P7), Warboulder (D)

The symbols in the paranthesis refer to the (P)riests or (W)izard spell lists and the appropriate level, while D refers to a new Dwarnoi spell described below. An R: refers to the spell being applicable in rock or stone environments only, while Spe: refers to a special conditions for Dwarnoi whilst using the spell.

New Spells

Sharpen (Alteration) (Level 1)

R       : Held                Comp: V,S,M      
Duration: 6 months / lvl      CT  : 1 turn 
AOF     : 1 weapon            ST  : N/A 
This keeps a sharp edge on any one weapon for at least the time period specified.

Strengthen (Alteration) (Level 2)

R       : Touch               Comp: V,S,M      
Duration: 10 yrs/lvl (spe)  CT  : 1 week
AOF     : See below           ST  : N/A
This enables the Dwarnoi to carve a special rune on some structure, a wall, well, or other stone design, that will keep it sturdy and strong for the duration specified. About 250 cubic feet of stone per level can be affected. Earthquakes will not damage the structure. After the 10th level, the spell becomes permanent until dispelled. The material components for this spell are a piece of chalk, and a set of arches constructed of steel. The Dwarnoi must analyze the structure beforehand, to place the spell appropriately.

WarStone (Alt) (Level 2)

R       : 0                         Comp: V,S,M     
Duration: Special                   CT  : 4
AOF     : Special                   ST  : N/A
This spell enchants up to three small pebbles, which can be no larger than sling bullets. They can then be hurled or slung at an opponent. The warstones have a +3 to hit and damage, and are considered to be enchanted for purposes for determining if a creature can be struck. Upon striking, the stone shatters and flings shards in a 5'radius, inflicting 1-3 points damage. The stone will still shatter if it misses. (Less if smaller than sling bullet sized). The material components are three unworked stones.

Stone Bridge (Alt) (Level 3)

R       : 10'                      Comp: V,S,M
Duration: 1 turn/level             CT  : 6
AOF     : Special                  ST  : N/A
This creates a bridge of up to 50 square feet + 25 sq ft /lvl, across any gap the Dwarnoi desires. It is sturdy and safe to walk across, and can bear the weight of an elephant.

The material component of this spell is a piece of rope, which should be knotted together when the spell is cast.

Dwarf Golem (Conj / Summoning) (Level 4)

R       : 0                        Comp: V,S,M
Duration: Perm                     CT  : 3 months
AOF     : Special                  ST  : N/A
This enables the Dwarnoi to construct a dwarf sized stone golem with the following stats. (AC 2; MV 6"; HD 10; HP 45; #AT 2; Da/At 4-10/4-10; SA Hurl Rocks for 2-8 points damage; SD None; MR Special; AL N; Sz S).

This golem is immune to all spells that stone golems are. It can produce rocks from its body and throw them up to a 30' range. It can not take any other actions this round if it decides to do so, however.

The golem costs 8,000 gp to make, and after casting, the Dwarnoi must make a d20 roll and add 2 to it. If the score is above his level, the spell fails and all the gold is used up. If it is less or equal, the spell succeeds.

WarBoulder (Alt) (Level 4)

R        : 0                       Comp: V,S,M
Duration : Special                 CT  : 1 turn
AOF      : Special                 ST  : N/A
This creates a similar enchantment as the WarStone on a single boulder (up to large catapult size). The Dwarnoi can then make this boulder hurl itself up to a distance of 10'/level, doing damage as if hurled by a catapult. Upon striking, the boulder shatters and inflicts 2-h damage in a 30' radius.