Difference between revisions of "Hammer of the Kabeiri"

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(The Truncheon of Fire)
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===The Truncheon of Fire===
 
===The Truncheon of Fire===
  
o Burning Hands (1 charge):  by touch only
+
====Burning Hands (1 charge)====:  by touch only
  
o Heat Metal (2 charges)
+
* Heat Metal (2 charges)
  
o Fire Shield (warm shield) (4 charges):  by holding forth the truncheon, an improved warm shield covers the truncheon bearer in flickering blue flames.  These flames are more powerful than the usual spell version of this power, with a total +5 bonus to any saving throws vs. cold.  The power may be expended immediately to melt a wall of ice, or similar spell or block of ice; natural ice may be melted up to 20 cubic yards
+
* Fire Shield (warm shield) (4 charges):  by holding forth the truncheon, an improved warm shield covers the truncheon bearer in flickering blue flames.  These flames are more powerful than the usual spell version of this power, with a total +5 bonus to any saving throws vs. cold.  The power may be expended immediately to melt a wall of ice, or similar spell or block of ice; natural ice may be melted up to 20 cubic yards
  
o Return to the Forge (5 charges)
+
* Return to the Forge (5 charges)
  
o Transmute Rock to Magma (9 charges)
+
* Transmute Rock to Magma (9 charges)
  
o Eruption (12 charges)
+
* Eruption (12 charges)
  
  

Revision as of 19:05, 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


The Truncheon of Fire

====Burning Hands (1 charge)====: by touch only

  • Heat Metal (2 charges)
  • Fire Shield (warm shield) (4 charges): by holding forth the truncheon, an improved warm shield covers the truncheon bearer in flickering blue flames. These flames are more powerful than the usual spell version of this power, with a total +5 bonus to any saving throws vs. cold. The power may be expended immediately to melt a wall of ice, or similar spell or block of ice; natural ice may be melted up to 20 cubic yards
  • Return to the Forge (5 charges)
  • Transmute Rock to Magma (9 charges)
  • Eruption (12 charges)


Greater Magma Geyser

Level: 7

Sphere: magma

Range: 10 yards/level

Duration: 1 round/level

Area of Effect: special

Casting Time: 2 rounds

Saving Throw: ½

This spell quickly summons a volcano-like geyser of liquid magma to shoot forth from the living stone or earth. During the first round of casting, the earth in a wide area around the target area will rumble and quake with changes beneath the earth. Upon the second round of casting a protuberance of stone and rock will form, generally about one foot in radius per level, and about one foot high per level of the caster. Upon the beginning of the third round the protuberance will explode, sending molten lava high into the air, issuing forth from a magical volcanic vent.

The vent is roughly one half foot radius per level of the caster, as is the width of the lava flow it will eject. The vent 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 lava, and he may send it spewing diagonally 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. If sent diagonally, the maximum height of the flying magma is five feet less for every ten feet it is sent to the sides.

The higher the lava is ejected, the wider the area of effect of its landfall will be. This area of effect is calculated by taking the radius of the lava vent and adding a five foot radius to the sum for every ten feet high the lava is ejected. For example, if a 20th level magma druid Bharhane summons a greater magma geyser and causes the lava fountain to shoot straight up, the vent will be ten feet in radius, shooting forth a geyser of the same radius. The ejecta will fly 200 feet high, and fall in a radius around the vent of 100 feet, or for a radius of 110 feet around the center point of the vent. If the 14th level magma cleric Omabod were to cast the same spell and send it as far to the east side of the vent as possible, the vent would be 7 feet in radius, and would fly 140 feet to the east, with the arch of lava rising 70 feet into the air. Once the ejecta landed, the area of effect of Omabod’s spell would be a 42 foot radius.

The base damage caused by being underneath the falling lava of a greater magma geyser is 1d8 per level of the caster, save vs. spell for half. For targets beyond 50% of the inner radius of the lava landfall, the damage dice is reduced to ¾ the base amount (rounded down). If the targets are beyond the inner 75% of the radius, the damage dice are reduced to ½ the base amount (rounded down). For example, if Omabod is attempting to strike Kelegard the Preserver who is exactly 182 feet away, then the magma geyser would inflict 7d8 damage to Kelegard, save vs. breath weapon for half, for he stood at the absolute outer area of effect of the falling lava. Unless a full round is spent removing the lava, it will continue to burn for 1d8 points of damage any victim of the lava for as many rounds as the caster’s level, or 1d4 if the initial saving throw had been made.

Since the spell lasts for as many rounds as the caster has levels, the enormous volume of lava will begin to pool, form rivulets and streams, and otherwise interfere with the terrain. The DM must adjudicate the effects carefully. Generally, the following effects will accrue, round by round, in the immediate area of effect:

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 (failure means the victim falls into a layer of magma for an automatic 6d8 points of damage, no save) and the saving throw for the falling lava receives a -4 penalty.

Round 10+) The lava now covers the entire area of effect, and moving through it will inflict an automatic 6d8 lava damage. Movement is reduced to 1/8 speed, and the saving throw is an automatic failure.

Regarding the radiant heat, potential pooling of lava or lava rivers, etc. the DM should consider using the following rules as guidelines for adjudication:

• Drawing within 20 ft. of thickly pooled lava causes 1d6 damage, and within 5 ft. 2d6 damage, no saving throw.

• Drawing within 50 ft. of the flowing vent causes 1d6 damage, and within 10 ft. it causes 2d6 damage, no saving throw.

• Falling into a pool of lava is instantly fatal. At the DM’s discretion, a PPDM save -4 may be rolled to avoid instant death. If the save is made, this indicates the character has struck a hard surface of lava and/or extracted himself very quickly, and therefore will only suffer 10d6 damage. As with most physical contact with lava, the lava will continue to burn for some time until removed.

This spell can only be cast upon living earth or rock that the caster can see. It cannot be cast upon worked stone, nor can the volcanic vent or the protuberance around it by any means overlap with worked stone or engineered earthworks like an earthen fortress, an adobe home, or a castle wall. It can however be cast immediately adjacent to such structures. The spell also requires the earth or stone it is cast upon to be connected to a world or body which has magma upon it. Casting the spell upon a cold asteroid in space will be useless. This spell can be cast underwater upon a lake or sea floor (adjudicated by the DM), but it cannot be cast on the surface of a body of silent.

The material component for this spell is a refined nugget of pitchblend and flaming liquid sulfur. When the casting begins the pitchblend melts into the earth or stone. The pitchblend and fiery sulfur must be placed where the volcanic vent will arise, but the actual casting can occur at range.









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.