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Sacred Prayers of Dalt

 

Lesser Key of Dalt (Transmutation)

 

Level: Clr 3 (Dalt)

Components: V, S, DF

Range: None

Casting Time: 1 round

Duration: 10 minutes/level

Saving Throw: No

Spell Resistance: No

 

This spell transforms the cleric’s holy symbol into a silver key. The key gives its bearer +10 on open lock checks. The silver key dispels hold portal and affects arcane lock as if a knock were cast. More powerful sealing spells are unaffected by this spell. The key remains in the possession of the cleric for the spell's duration. If given to another to use, the key functions thrice or 10 minutes, whichever comes first. The key resumes its normal form when the spell ends.

 

Close Portal (Transmutation)

 

Level: Clr 4 (Dalt)

Components: V, S, DF

Range: Medium (120 ft.)

Target: Fixed 60 ft. radius or one magical portal chosen at time of casting

Casting Time: 1 full round

Duration: Special

Saving Throw: Special

Spell Resistance: Yes

 

The cleric seals all portals in the area of effect or one magical portal. One mundane portal (door, window, lid, panel, etc.) is closed per level of the caster by the equivalent of an arcane lock. Only one closure is affected if it bears any dweomer. Finally, this spell can be used to temporarily bar dimensional portals (gates, teleportation effects, etc.).  Any such effect attempting to cross the close portal area of effect must make a successful DC (= caster’s level + Wis modifier) or fail; this application lasts for 10 minutes per caster level. The focus for this spell is the cleric's holy symbol.

 

Seal of Dalt (Abjuration)

 

Level: Clr 4 (Dalt)

Components: V, S, M

Range: Touch

Casting Time: 1 full round

Duration: Permanent

Saving Throw: No

Spell Resistance: No

 

This spell places the mark of Dalt upon a portal, making it impassible. All physical attacks upon the portal are completely ineffective as are knock, disintegrate, and damage causing spells. Dispel magic works at one quarter its normal effectiveness in dispelling this dweomer. Spells allowing inter-dimensional travel such as blink, dimension door, and teleport are likewise ineffective in bypassing the portal. If placed upon a magical gate, the gate remains open but nothing can pass through in either direction. A limited wish or miracle will suspend the seal for one round; a wish or miracle will remove it entirely. The material component for this spell is 1000gp of diamond dust.

 

Sojourn (Conjuration)

 

Level: Clr 4 (Dalt)

Components: V, S, DF

Range: Close (10 ft.)

Casting Time: 1 action

Target: One creature or object

Duration: 1 minute /4 levels

Saving Throw: Will Negates

Spell Resistance: Yes

 

The cleric hurls the target temporarily into another plane of existence. A successful Will Save negates the spell, but a failed save sends the creature to a random inner plane for the spell's duration.

 

Die Roll                            Plane                         Effect                                                                                                                                                                                    

1                                        Air                              Buffeting by debris for d4/ minute

2                                        Fire                            Burning for d10/ minute

3                                        Water                       Drowning (see Ch.3 DMG)

4                                        Earth                         Suffocation (as drowning) + Fossilization (Fort. Save or turn to stone)

5                                        Positive                    Blindness + Life energy infusion (gain 3d10 hit points per round, for each round this exceeds your total,

                                                                             make a Fort. Save (DC = 20) or explode (in a spray of treasure)

6                                       Negative                   Life drain (d6/ minute) + Fort. Save (DC = 25) or acquire one negative level/ minute, 0 life levels = death

                                                                             and subject returns as a zombie

 

At the spell's expiration, the object (or its remains) return to the exact point where it disappeared.  The focus for this spell is the cleric's holy symbol.

 

Watchman (Enchantment [Compulsion])

 

Level: Clr 4 (Dalt)

Components: V, S

Range: Touch

Casting Time: 1 action

Target: One portal

Duration: 1 hour/ level

Saving Throw: Will Negates

Spell Resistance: Yes

 

The cleric enchants a portal so that any creature trespassing through it instead becomes its guardian. Each unauthorized creature passing through the portal must make a Will Save. The first one failing becomes the portal’s watchman. A watchman prevents use of the portal, using verbal, physical or magical means to do. If the watchman is slain, his slayer must make a Will Save at -2 or be compelled to take his place. A dispel magic or break enchantment will free the watchman from the obligation to guard, but will not remove the spell from the portal unless it is specifically subjected to a targeted dispel magic.   At the time of casting, the cleric can name up to 1 individual per class level that may use the portal without triggering the spell.

 

Greater Key of Dalt (Conjuration [Creation])

 

Level: Clr 5 (Dalt)

Components: V, S, DF

Range: Personal

Casting Time: 1 action

Duration: 20 minutes

Saving Throw: No

Spell Resistance: No

 

The cleric creates a glowing key that opens locks and detects traps. This key will fit and open any normal lock. This key dispels hold portal, arcane lock, Odeen's impenetrable Lock, and secure as well as any other physical or magical restraint barring a portal closed. Lastly, the key functions as an improved find traps, granting the cleric a +10 circumstance bonus to his Search roll to detect a trap on a portal before it is opened. Unlike the Key of Dalt, this spell functions only in the hands of the cleric. The focus for this spell is the holy symbol of Dalt.

 

Maurdryn's Forgefire (Conjuration [Creation, Calling])

 

Level: Clr 5 (Dalt, Dana, Glywyn, Moradin)

Components: V, S, M

Range: Close (10 ft.)

Casting Time: 1 action

Area: 10 square foot curtain

Duration: 1 minute/ 5 levels

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The cleric opens a temporary portal into the elemental plane of fire. Creatures facing the outward side of the portal suffer 3 points of fire damage per caster level ( up to 45 points) from exposure to the intense heat; a successful Fortitude Save halves damage. For each minute the portal remains open and a target remains in range, the same damage will be inflicted. Once created, the portal is stationary. Any creature passing through it from either side arrives on the elemental plane of fire. There is a 3% cumulative chance per minute that some type of fire elemental will step through the gate; the cleric has absolutely no control over any creature coming through the gate unless it has been conjured.  A sealing spell can be used on Maurdryn's Forgefire to present passage but not fire damage.  The material components for this spell are a miniature anvil and hammer and a piece of coal.

 

Summon Gatekeeper (Conjuration [Calling])

 

Level: Clr 5 (Dalt)

Components: V, S, M, DF

Range: None

Casting Time: 10 minutes

Duration: 1 day/ level

Saving Throw: No

Spell Resistance: No

 

The cleric summons a minion of Dalt known as a Gatekeeper to guard a portal. The creature infuses itself into the portal. Thereafter, the portal opens only at the Gatekeeper's discretion and may speak if the gatekeeper so wills. Gatekeepers perform no other tasks than this and are freed from service if asked to do otherwise. Only one Gatekeeper may be bound to a portal at any given time. The template for gatekeepers is reproduced below. The focus for the spell is the holy symbol of Dalt; the material component is a 1000gp gem given to the Gatekeeper for its service.

 

Medium-Size Outsider

Hit Dice: 10d10 + 50 (110hp)

Initiative: +8 (+4 improved initiative)

Speed: 0

AC: 20 (+10 natural)

Attacks: +15/+10 melee fists

Damage: Fist 3d6+5

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Smite Evil (1/day), sojourn (1/day)

Special Qualities: Cannot be surprised, damage reduction (10/+1), darkvision, invisibility, resistances (acid 14, cold 15, electricity 15), SR20

Saves: Fort +11, Ref +3, Will +13

Abilities: Str 19, Dex 11, Con 19, Int 19, Wis 20, Cha 7

Skills: Intimidate +3, Listen +10, Sense Motive +5, Spot +10

Feats: Alertness, Improved Initiative

Alignment: Always chaotic good

 

Gatekeepers are red, hairless bipeds; their two arms are slightly longer than normal for their human-like frame. They have bulbous noses and deeply recessed green eyes which glow in darkness. At will, they may become invisible. Gatekeepers attack without weapons, using only their fists and exceptional strengths to subdue opponents; against evil opponents or recurring non-evil opponents, they use deadly force. Once per day, a Gatekeeper may subject up to a 3" x 3" area to a sojourn spell at the 30th level of ability; the Gatekeeper may choose the destination.

 

Maurdryn's Fenestration (Enchantment [Compulsion])

 

Level: Clr 7 (Dalt, Moradin)

Components: V, S, M

Range: Medium (60 ft.) and Special

Casting Time: 1 action

Area: 10 square foot curtain/5 levels

Duration: Special (see text)

Saving Throw: Special

Spell Resistance: Yes

 

This spell is an improved version of  Maurdryn's Forgefire. It functions similarly (see above changes) except each creature viewing the wall must also make a successful Will Save or feel an overwhelming compulsion to jump through the portal. The compulsion effect functions against all enemies of the cleric who can see the portal. Creatures may pass through the portal at the rate of one creature per 10 ft. square area per initiative action and will move towards the portal at running speed. The material components are as before except plus a piece of candy and a gold piece (which are thrown through the portal).

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