Difference between revisions of "Hammer of the Kabeiri"

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==Description==
 
==Description==
  
A war hammer forged of seamless composite adamant, bronze and stone, it is made for a demi-human's smaller hand.  From its steely head to flanged truncheon base, it is just under one and half feet long.  Its hammer portion is small in diameter and slightly bezeled, yet large enough for smithy work, and it sticks out from the haft by some three inches, the quadrangular edges of which are set with mysterious runes of power.  To the hammer's opposite is a longer spiked awl of steely adamant, designed for very fine chiseling.  Hammer and awl meet with a thin cross-section, which depicts on the observe three dwarf-like beings at smith work, laboring beneath the hammer of a much larger bearded figure, while on the obverse are depicted a dwarf-like figure at the anvil before bellows, striking a lightning bolt.  The naked adamantine then narrows a little into the long handle proper, but the transitory portion is divided into twelve narrow windows.  Each aperture depicts a micro-image in extraordinary details of epic heroism, each revolving around some weapon or armament.  The long thin handle is wrapped in an ever enduring tan leather, but ends into a forked tongue of strange dark metal with reddish tinges.  This flanged portion is marked with runes of fire and power.
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A war hammer forged of seamless composite adamant, bronze and stone, it is made for a demi-human's smaller hand.  From its steely head to flanged truncheon base, it is just under one and half feet long.  Its hammer portion is small in diameter and slightly beveled, yet large enough for smithy work, and it sticks out from the haft by some three inches, the quadrangular edges of which are set with mysterious runes of power.  To the hammer's opposite is a longer spiked awl of steely adamant, designed for very fine chiseling.  Hammer and awl meet with a thin cross-section, which depicts on the observe three dwarf-like beings at smith work, laboring beneath the hammer of a much larger bearded figure, while on the obverse are depicted a dwarf-like figure at the anvil before bellows, striking a lightning bolt.  The naked adamantine then narrows a little into the long handle proper, but the transitory portion is divided into twelve narrow windows.  Each aperture depicts a micro-image in extraordinary details of epic heroism, each revolving around some weapon or armament.  The long thin handle is wrapped in an ever enduring tan leather, but ends into a forked tongue of strange dark metal with reddish tinges.  This flanged portion is marked with runes of fire and power.
  
 
==Powers==
 
==Powers==

Revision as of 15:27, 15 March 2022

Description

A war hammer forged of seamless composite adamant, bronze and stone, it is made for a demi-human's smaller hand. From its steely head to flanged truncheon base, it is just under one and half feet long. Its hammer portion is small in diameter and slightly beveled, yet large enough for smithy work, and it sticks out from the haft by some three inches, the quadrangular edges of which are set with mysterious runes of power. To the hammer's opposite is a longer spiked awl of steely adamant, designed for very fine chiseling. Hammer and awl meet with a thin cross-section, which depicts on the observe three dwarf-like beings at smith work, laboring beneath the hammer of a much larger bearded figure, while on the obverse are depicted a dwarf-like figure at the anvil before bellows, striking a lightning bolt. The naked adamantine then narrows a little into the long handle proper, but the transitory portion is divided into twelve narrow windows. Each aperture depicts a micro-image in extraordinary details of epic heroism, each revolving around some weapon or armament. The long thin handle is wrapped in an ever enduring tan leather, but ends into a forked tongue of strange dark metal with reddish tinges. This flanged portion is marked with runes of fire and power.

Powers

Used normally, this item will function as a typical war hammer +3: 1d4+4/1d4+3, sp 1

It may also be used at its awl side, at which time it functions as a horseman's pick: 1d4+4/1d4+3, sp 2


Powers: The Truncheon of Fire

Greater Magma Geyser (Invocation)

Sphere: Elemental Magma

Range: 10 yards per level

Components: V, S, M

Duration: 1 round per level

Casting Time: 2 rounds

Area of Effect:

Saving Throw: 1/2

This spell quickly summons a volcano-like geyser of liquid magma to shoot forth from the living stone or earth. The vent is roughly one foot in diameter per level of the caster, and will send magma flying into the air at the height of ten feet per level of the caster. It is within the ability of the caster to slightly influence the directional flow of the the magma, and he may send it spewing as much as ten feet per level in the direction he chooses, although once set at the beginning of the spell, any direction is final.

Any damage the magma will cause

Eruption (12 charges)

Upon the speaking of the command word, the entire truncheon portion of the hammer will blaze red hot and the 7th level priest spell eruption is evoked. Living stone must be the source of the volcanic eruption, and unless magma is immediately present, the full two rounds are required for the magma to burst forth.

Eruption (Invocation)

Sphere: Elemental Magma

Range: 10 yards per level

Components: V, S, M

Duration: 1 round per level

Casting Time: 2 rounds

Area of Effect:

Saving Throw: 1/2

This might spell causes the living earth or stone to split open and eject a mighty flow of red hot lava into they sky, and for a short time will evoke the awesome power of a volcanic geyser of magma. The spell requires three rounds to manifest, unless magma is somehow closer. The component,


Lava Fountain Field (invocation)

Sphere: Elemental Magma

Range: 10 yards per level

Components: V, S, M

Duration: 1 round per level

Casting Time: 2 rounds

Area of Effect: 10 ft. radius/level of the caster

Saving Throw: 1/2

This spell causes an area around the target to erupt into geysers of molten rock. Columns of fiery stone burst from the ground and spew deadly lava over everything within the radius of the spell. Such columns of lava are up to one half foot in diameter per level, and will rise from as low as one foot and up to five feet high per level. The eruption of lava fountains will be chaotically interspersed, and will chaotically rise and fall, with new geysers erupting and others subsiding, but the lava ejecta so spewed will fall throughout the area of effect. Creatures within the area must attempt to move out (unless protected from fire or heat) and take 3d8 points of damage every round until they are outside this area. The molten rock sticks to skin and continues burning, so damage continues at 1d8 points per round until cooled or until 10 rounds have passed. Damage per round is cumulative. For creatures moving through the magma field, the following effects accrue, round by round:

Round 1) Movement is limited to x 4 speed, or the saving throw for half damage has a -4 penalty.

Round 2) Movement is limited to x 3 speed, or the saving throw for half damage has a -4 penalty, and faster is an automatic fail.

Round 3) Movement is limited to x 2 speed, or the saving throw for half damage has a -4 penalty, and faster is an automatic fail.

Round 4) Movement is limited to normal speed, or the saving throw for half damage has a -4 penalty, and faster is an automatic fail.

Round 5-7) The pools and rivulets of lava become so extensive that movement must be accomplished by great strides and leaps. Movement is reduced to half, and the saving throw receives a -2 penalty.

Round 8-9) Movement is reduced to 1/4 speed, dexterity checks are required to move, and the saving throw receives a -4 penalty.

Round 10+) The lava now covers the entire area of effect. Movement is reduced to 1/8 speed, and the saving throw is an automatic failure.

The material component for this spell is flaming liquid sulfur, poured into a hole into the earth or stone.