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Holy Water of the Dwarven Gods
These special powers are usable by any character unless a special class restriction or other limiting factor is noted. No holy water is barred from anyone, but a priest would have severe reservations about using the waters of a radically opposed faith.
All Holy waters do 2d4 damage to Evil aligned creatures, and Unholy waters do 2d4 points of damage when used on a Good aligned creature.
Abbathor - Greed
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 - Safety, Truth, Home, Healing, Life, Records, Oaths, Marriage, Loyalty, Honesty, The Family, Protector of Dwarven Children
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 - Battle, War, Valor, Bravery, Honor in Battle
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. Usable by anyone.
Deep Duerra - Psionics, Conquest, Expansion, Duergar Warriors, Duergar Psionicists
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 Brightmantle - Scholarship, Invention, Discovery
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 - Keeper of Secrets Under the Earth, Ores, Gems, Minerals, Exploration, The Shield Dwarven Race, Guardian of the Dead
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 - Guardian of all Dwarves, Defense, Watchfullness, Vigilance, Duty
Most bottles of Gorm's Holy water are clear glass 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 - Luck in Battle, Love of/Joy in Battle, Dwarven Monster Kills, Dwarven Fighter Adventurers
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 - Magical Weapon Creation, Skilled Artisans, Magic, The Grey Dwarven Race
This Unholy water heals undead 2d4 points of damage. Usable by anyone of non-good alignment.
Marthammor Duin - Guide & Protector of Dwarven Adventurers, Explorers, Expatriates, Travelers, and Wanderers, Lightning
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 - Patron of all Dwarves, Creation, Smithing, Craftsmanship, War, Protection, Metalcraft, Stonework, Engineering, Dwarven Engineers
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 EXCEPT 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 - Healing, Mercy, Romantic Love, Fertility, Dancing, Courtship, The Moon
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. Usable by anyone.
Thard Harr - The Wild Dwarven Race, Jungle Survival, Hunting
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 - Wealth, Luck, Chance, Nonevil Thieves, Entrepreneurial Skills, Suspicion, Trickery, Negotiation, Sly Cleverness
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 within 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.
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Copyright 2000-2003 Robin Connor. All Rights Reserved.
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