Wednesday, February 23, 2022

Dwarves, Part III

Dwarven Magical Side-Effects
Unlike the fancy enchantments of elves, dwarf magic is simpler. Whenever a dwarf uses a spell, roll first on the table below for its general side-effect, then roll on the matching dwarf spellcaster type's table if something is called for. And up to once per day per level, when something is required, dwarven spellcasters can pick which one of them it is instead.

1-2. Need be Done: The caster must do something in order to make the spell function. It won't until it is.

3-6. Should be Done: Shoddy work ought to be avoided. The magic will be too (being at just 50% its usual strength) unless the dwarf does something.

7-10. Can Be Done: Doing something improves the spell's effect, range, or duration by 50%, so why not?

11-12. Dwarven Great Magic Done: The dwarf may compound the spell's range, effect, or duration by 2. And if he decides to also do something that can be done, then he can make the spell's effects last indefinitely- until either the target is destroyed or the magic is dispelled.


Things Done by Dwarf Spellcaster Type
Different dwarven spellcaster types can do different things for their spells to work. 

Dwarf Cleric (d5)
1. Pray to the ancestors or do something fitting for their god or goddess.
2. Set foot on good earth or stone.
3. Hold a well-wrought item.
4. Strike a foe with their weapon or swear to do so if none are currently around.
5. Imbue an item with the spell. It takes 1d2 rounds to do so, but then it can be cast by anyone who activates it, up to 2d6 turns later. Note that each dwarven cleric may only have up to his level x 2 imbued items in existence/ awaiting activation at one time.

For example, a 2nd level dwarf cleric casts a spell. His player rolls 5 on the d12 (Should be Done). He then rolls a 4 on the Dwarf Cleric table. He therefore will need to strike a foe with his weapon or swear to do so if he doesn't want his magic to be at 1/2 power. In addition, he can opt to select a different thing that should be done on his list, up to twice per day since he is 2nd level.

Dwarf Runemaster (d4)
Special: Runes can be activated by any who touch them, pass by them, or by some other method stated by the dwarven runemaster at each one's time of creation. The spell the rune holds is then cast on the one activating it. Note that each dwarf runemaster may only have up to his level x 2 runes in existence/ awaiting activation at one time.
1. Carve a minor rune, taking 1d2-1 rounds to cast. It lasts until activated, up to 3d6 rounds later.
2. Fashion a standard rune, taking 1d3 rounds to cast. It lasts until activated, up to 3d6 turns later.
3. 
Craft a major rune, taking 2d4 extra rounds to cast. It lasts until activated, up to 3d6 hours later.
4. Forge a greater rune, taking 3d6 extra rounds to cast. It lasts until activated, up to 3d6 days later.

Black Dwarf (d5)
1. Implore infernal or chthonic powers.
2. Make an area unclean or work to make someone debased.
3. Deceive or corrupt another, whether a foe, unwitting dupe, or even better, an "ally".
4. Give into greed or self-loathing.
5. 
Imbue an item with the spell. It takes 1d2 rounds to do so, but then can be cast by anyone who activates it, up to 2d6 turns later. Note that each dark dwarf may only have up to his level x 2 imbued items in existence/ awaiting activation at one time, and they are almost always foul.


Read the full article 
here.



Next week: Dwarves, Part IV!