Hammer of the Kabeiri
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.
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
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.
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 one foot and up to five feet per level. The eruption of lava fountains will be chaotically interspersed, but the lava 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, 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.