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.

