Class Group | Priest (Specialty Priest of Bhalgram) |
Ability Score Requirements | Strength 12 Constitution 13 Wisdom 14 |
Prime Requisite | Strength, Wisdom |
Allowed Races | Any Dwarf, excluding Gray or Deep Dwarves |
Alignments Allowed | Lawful Good, Lawful Neutral |
Weapons Allowed | Any |
Armor Allowed | Any |
Major Spheres | Combat, Creation, Elemental Earth, Elemental Fire, Guardian, Healing, Law, Protection, Sun, War |
Minor Spheres | All, Astral, Necromantic, Wards |
Magic Items | Same as clerics |
Required Profs | Warhammer; Armorer or Weaponsmithing |
Bonus Profs | Blacksmithing, stonemasonry |
Sonnlinor Features
- Sonnlinor can cast animate weapon, Command, or Strength of Stone once per day.
- At 3rd level, sonnlinor can cast Protection from Paralysis or Spiritual Hammer once per day.
- At 5th level, sonnlinor can cast Dispel Magic or Stone Shape once per day.
- At 7th level, sonnlinor can cast stonefire once per day.
- At 10th level, sonnlinor can cast True Seeing four times per day and Flame Strike once per day.
- At 13th level, sonnlinor can cast Defensive Harmony or soul forge once per day.
- At 15th level, sonnlinor can cast Elemental Aura five times per week.
Bhalgrite Spells
1st Level
Strength of Stone (Evocation)
Duration:
3 rounds + 1 round/level
Area of Effect:
Creature touched
This spell grants supernatural strength to the recipient by raising his or her Strength score by 1d4 points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so acharacter with a Strength score of 17 could be raised as high as an 18/30, but no higher. Both the caster and the recipient must be in contact with solid stone or earth when the spell is cast—standing on the ground will do nicely, but flying or swimming will not. The spell lasts until the duration expires or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion.
The material components are a chip of granite and a hair from a giant.
4th Level
Stonefire (Alteration)
Area of Effect:
1 cubic foot/level
This spell allows the caster to ignite stone into roaring flames. The stone blackens, stretching to reveal holes, burning away from the edges of these holes in ever-widening cavities until large amounts of stone have actually been burnt away, and then smolders into quiescence again, creaking as it cools.
The stonefire gives off an acrid, billowing white smoke, an earthy, metallic stink, and flames that cause 2d6 points of fire damage per round to creatures within 10 feet. Actual contact with stonefire causes 4d4 damage and forces a system shock check to avoid collapsing, unconscious, from the pain.
Creatures especially susceptible to fire damage may suffer as much as double these effects. Creatures made of stone take 4d4 points of damage in the first round and a like amount each round until a successful saving throw versus spells is made, checking each round. Creatures resistant to fire may suffer as little as 1d2 points of damage from contact with stonefire, still taking some due to the corrosive effects of the burning. Stone burned away by this spell is consumed, forever gone.
If key areas of stonework, such as pillars, natural stone walls, ceilings, or supporting flames are burned away, collapses and cave-ins may occure. A cave-in causes 4d8 points of damage to all below it (succeed at a saving throw versus petrification for half damage). If the situation makes it possible for a cave-in to miss the intended targets, the priest must make a successful attack roll at a +5 bonus to attack as if attacking directly. A miss means that the target scrambled adroitly enough away to avoid all damage. Collapses entail the same damage, plus dalling damage and item saving throws for beings and things that fall as a result of the spell. This spell cannot be precisely controlled, even with long practice; it is unsuitable for stone carving or decorating uses.
The material components of this spell are a few grains of saltpeter and a piece of stone that are rubbed together.
5th Level
Soul Forge (Enchantment)
Area of Effect:
Creature touched
By means of this spell, the priest strengthens and tempers the moral fibers of a willing recipient. A creature tempered by a
soul forge spell is immune to all fear effects (including dragon awe) and need never check morale. Further, the creature cannot be taken over by an outside intelligence against its will and receives a +1 bonus to its Armor Class and saving throws when attacked by evil creatures.
It is rumored that a longer, ceremonial version of this spell exists that can extend this protection to 1 day per level of the caster.
Soul forge is effective only when cast on lawful good beings. There is a 25% chance this spell fails when cast on nondwarves.
The material component is the priest's holy symbol.
7th Level
Forge Guardian (Conjuration, Necromancy)
This spell allows the priest to animate a temporary golem made from raw materials at hand. The materials used to create the golem can vary, but they must include at least 500 pounds of stone, metal, or similar durable materials and can include no biological materials such as flesh or bone. The golem created by this spell serves the priest faithfully for the duration of the spell.
Upon casting, the priest must touch the assembled materials, invoking the name of Bhalgram and channeling his divine power. The materials then coalesce and animate, forming a golem of approximately human size in the shape of a massive dwarf. This spell creates either a clay golem, stone golem, or iron golem, depending on the materials used.
The material components of this spell are the priest's holy symbol, and at least 500 pounds of stone, metal, or clay that is to be animated. The animated materials are consumed when the spell ends.
Stone Storm (Evocation) Reversible
When a
stone storm spell is cast, the whole area is enmeshed in a vortex of swirling, battering rock and stone. Creatures within the area of hurtling stone suffer 2d8 points of damage plus 1 additional point of damage per caster level (thus, a 14th-level priest inflicts 2d8+14 points of damage). Creatures that make a successful saving throw versus spell suffer only one-half damage. The area of effect is selected by the caster at the instant of casting from two options. The first is a circle of 60-foot radius with a 10-foot radius "eye" in the center that is not affected. The second is a cloud whose total dimensions do not exceed 120 feet (for example, a cloud might be 40 feet wide, 20 feet tall, and 60 feet long.)
The reverse of this spell,
stone quench, clears twice the area of effect of a
stone storm spell of dust, dirt, and other particles suspended in the air. Thus, a dusty haze that obscures vision and impedes breathing, such as that generated in battle or caused by an avalanche, is cleared instantly. Magic of 6th level or less that creatures such effects is instantly ended (Dust Devil,
wall of sand,
sandstorm, and so on). Creatures from the
Elemental Plane of Earth of less than demigod status can be returned to that plane by
stone quench cast for this purpose. The base chance is a roll of 6 or better on 1d20. The caster's level is added to the roll and the creature's Hit Dice or level is subtracted from the roll.
The material components of this spell are the priest's holy symbol and a handful of pebbles, sand, or dirt that must be thrown into the air.
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