The
Dwarven Pantheon
These special powers are
usable by any character unless a special class restriction or other limiting
factor is noted. All Holy waters do 2d4 damage to Undead, and Unholy waters heal
2d4 points of damage when used on an Undead creature, unless stated otherwise in
the description. No holy water is barred from anyone, but a priest would have
severe reservations about using the waters of a radically opposed
faith.
- Abbathor
- This unholy water makes anything it is poured over
appear worthless for 1 hour (Coins appear to be base metals, Gems look like
glass, etc). The user, of course knows the truth, and this makes it easy to
take (and hoard) valuable items without arousing to much suspiscion. Usable by
anyone.
- Berronar Truesilver
- This holy water acts as a minor potion of healing to
anyone of Good alignment; it will heal 1d6+1 points of damage. Anyone else
consuming this water suffers 1d4+1 damage. Usable by anyone.
- Clangeddin Silverbeard
- The damage potential of this Holy water is different.
It will deal 2d4 to any one the user considers an enemy, but the water must be
used openly, as such is the nature of honorable battle. It will always do 2d4
to undead, regardless of the means, however. Usable by anyone.
- Deep Duerra
- This potent Unholy water was created by it's deity as
a ruse. The water has no effect other than convincing the drinker that
conquest is always the correct course of action. The drinker becomes very
devoted to Deep Duerra, and in fact slowly begins transforming into a Duergar.
Usable by anyone, although why one would want to is unfathomable.....
- Dungmaren Brigtmantle
- Many a scholar has been shocked to see dwarves happily
pouring water on the pages of books, but this Holy water has the effect of
preserving any page onto which it is poured. The pages are then completely
immune to the passage of time, and repel bookworms and other such infestations
as long as Dungmaren remains in power. Usable by anyone.
- Dumathoin
- If used regularly in the same area this water has the
effect of warding the area against non-dwarves. The water must be re-aplied
daily, and begins warding the area after a tenday. Once this happens, a
non-dwarf cannot cross the barrier unless in direct physical contact with a
Dwarf. Usable by any Dwarf.
- Gorm Gulthyn
- Most bottles of Gorm's Holy water are clear galss or
crystal, and will have small gem of intermediate value inside. A Dwarven
Priest must carry a bottle of this water on his person for one full week
before the powers take effect. After this time, the priest can see through the
gemstone by closing his eyes and concentrating for 1 round. If the bottle is
moved, it must be re-attuned as described above. Usable only by clergy of Gorm
Gulthyn.
- Haela Brightaxe
- Holy water created in the name of The Lady of the Fray
causes 2d4 damage to any monster as well as undead. 'Monster' in this case is
defined as anything not classified as Human, Humanoid, or Demihuman. Usable by
anyone.
- Laduguer
- This Unholy water not only heals undead, but can also
damage good-aligned creatures. Any such being struck by the water suffers 2d4
points of damage. This water is effective even if used in tiny amounts, thus a
crossbow quarrel dipped in Laduguer's Unholy water could do additional damage
as described above. Usable by anyone of non-good alignment.
- Marthammor Duin
- Drinking this Holy water gives the imbiber instant
knowledge of which way is north (true north) from his/her current position.
Usable by anyone.
- Moradin
- This Holy water is actually a potent weapon when used
in combat. There are many differnt varieties, but all deal 2d6 damage to any
living target, however the target may not be a Dwarf. Against undead the water
does 2d6+2, and if the undead was once a Dwarf, the damage is 2d8, and the
corpse many never be re-animated. Usable by any Dwarf, but very rare outside
of Moradin's clergy.
- Sharindlar
- Similar to Berronar Truesilver's Holy water; however
this water will heal 1d4+1 points of damage no matter who it is used on. The
Holy water is completely incapable of causing damage, even against undead.
Usable by anyone.
- Thard Harr
- Any part of the user's body that is washed with this
Holy water will be completely invisible in Jungle settings (Treat as 99%
chance to hide in Jungles). Usable by anyone.
- Vergadain
- Any Dwarf of non-evil alignment who drinks this Holy
water will be able to partially influence the outcome of one chance-based
event (dice roll in game terms). This can be an attack, a saving throw, an
ability check, or anything else involving dice (even games of chance withing
the campaign if the DM allows it). The user can modify one die roll within 24
hours game time by plus or minus 1 (or plus/minus 10%). Usable by any non-evil
Dwarf.