Dvergr Spells

  1. The Reaches of Ginnungagap
  2. Eyes Under the Mountain
  3. Battle Visage of Baldr 
  4. Surtr’s Wrath
  5. Rune of Language
  6. Bones of the Earth
  7. Fury of the Storm
  8. Tunnel Stride of the Rune Masters

The Reaches of Ginnungagap

Power Level 1

This spell allows the caster to endure the effects of extreme heat or extreme cold environmental temperatures. The recipient of the spell is still aware of the ambient temperature but can endure it without undue discomfort or taking small amounts of damage that might otherwise be taken. The effect lasts about an hour. The effect can be extended to a day by increasing the Power Level by 1, or to a small group of characters by another increase of power level.

Eyes Under the Mountain

Power Level 3

This spell consumes one eye of a nocturnal animal. The caster must hold the eye and be in contact with the recipient (who must be willing) while she speaks a request to Hodr in the language of the Dvergr. Until the next dawn the recipient will have full and accurate vision even in the darkest of situations. The recipient experiences a slight chill for a few moments after the casting.

Battle Visage of Baldr 

Power Level 3

This spell consumes a handful of blonde hair sprinkled over the recipient of the spell (the caster or a willing recipient). The recipient of the spell undergoes no physical change but appears to all to be free of any blemishes or aberrations. Tired or red eyes look normal and bright, scars, bruises and abrasions seemingly disappear, and the recipient generally looks to be in good condition. In addition, the recipient heals their Constitution in Life Points. Any pain or discomfort related to the injuries the character has, remains but is very slightly dulled. The effect is slightly superior to an expert and comprehensive make up job. Multiple castings on a single character within 24 hours will have the visible effects, but the healing only occurs once.

Surtr’s Wrath

Power Level 3

This spell adds a sheen of fire to a weapon. The fire fades after a short time. For a melee weapon, once the wielder rolls a 1 on d4. For a missile weapon (like a bolt or arrow) it expires once the missile has hit its target. While the effect lasts, a melee weapon it is on it deals an additional d6 damage on each hit. For a missile weapon it will do 2d4 additional damage.

Rune of Language

Power Level 3

This spell allows the caster to grant the ability to understand and converse in a given spoken language. The spell effects one recipient, or the caster. Casting requires the language to be being spoken within earshot at the time and requires the inscription of the rune for language into a hard surface with a tooth. By raising the Power Level by one the caster can grant the ability to a small group of up to 6 people. The effect lasts until the next dawn.

Bones of the Earth

Power Level 4

Using a hard piece of stone from beneath the mountains of Nidavellir the caster can grant one recipient resistance to damage from conventional weapons (bludgeoning, slashing and stabbing damage) for a minute. Any damage taken from such weapons is halved for the duration. The recipient must carry the piece of stone for the duration of the spell or lose the effect.

Fury of the Storm

Power Level 4

The caster thrusts a length of metal toward an enemy and invokes the thunder god in a tone and volume likely to appease him. A short phrase in Dvergr is given, but it needn’t be used exactly. The target must make a constitution check against the total of the roll used to cast the spell. If they fail, they take 2d10 + the casters sorcery level in lightning damage and must make a willpower check or be stunned for a round. If there is another enemy within 5 feet of the previous target they must make the same constitution check, but the target number is reduced by 2. If they fail, the lightning arcs to them and they are also affected. As soon as a potential target resists the spell it stops arcing to other targets. The target number to resist is reduced by an additional 2 each time the spell arcs. So, if the spell is cast with a roll of 17, and the first target does not resist, the second target it arcs toward would have to roll 15 to resist. The third would only have to roll 13.

Tunnel Stride of the Rune Masters

Power Level 6

This spell requires a specially prepared tincture created by a Door Maker. A doorway must be prepared with the inscription of specific runes, incorporating the name of the caster and a secret word. The tincture is then applied to the runes as the spell is cast, which takes around 3 minutes. The runes then become invisible. A ring of mithril inscribed with the identifier by the caster, and worn by the caster during casting, can then be used to pass through the doorway and arrive at any other similarly prepared door that the caster specifies. Note that using the door to gate to another doorway is optional, and the ring wearer can pass through the doorway without using that ability. The effect is permanent, until the ring or the doorway is destroyed.