Hammer of the Kabeiri

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Description

A war hammer forged of seamless composite adamant, bronze and stone, it is made for a demi-human's smaller hand, yet it may be wielded by a man. From its steely head to flanged truncheon base, it is just under one and half feet long. At one inch and a half, 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, which if read by a discerning eye reveal command words. To the hammer's opposite is a longer spiked awl of steely adamant, designed for very fine chiseling. The awl can never dull. 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, which flanges wider ever so slightly, is divided into twelve narrow windows which narrow down into the handle proper. 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 treated 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.

Constant 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

Unless otherwise noted, all powers and spells cast from and associated with the Hammer of the Kabeiri are at the 20th level of effect, and all the initiative factors are 3.

Forging Powers

The Hammer of the Kabeiri provides a +6 bonus to all attempts at forging, metalwork and labors of the smithy. It will also reduce the time required to forge metal items to 1/3 the normal time.

Other feats of creation, perhaps some very great indeed, may be possible with the Hammer of the Kabeiri. If so, the power words that command such things are not etched into the hammer, and may be known to the gods alone, or perhaps their most trusted servants.

Invoked Powers

The Hammer of the Kabeiri has in total 25 charges, and these regenerate daily as long as the hammer and its wielder are upon the earth. The hammer and awl portion appear to give the wielder power over earth and its metals, whereas the truncheon has power over fire and the molten rock beneath the earth.

The Hammer and Awl

Smite Golems (1 charge per successful hit)

All rolls against golems cause 2d4+8/2d4+6 damage; any score of 20 or better instantly destroys the golem

Smite Extraplanar Creatures (1 charge per to hit score over 20)

Any score of 20 or better with the hammer causes triple damage to extraplanar beings: 3d4+12/2d4+9

Shatter Wall of Force (5 charges)

On any score of 20 or better, the awl may crack open and shatter a wall of force or similar spell or power

Earthshake (6 charges)

Disintegrate Stone (7 charges)

A tiny tap of the awl into solid stone, living or carved, will cause it to crumble to dust, affecting up to 20 cubic yards; animated rock of any sort or enchanted stone receive saving throws vs. petrification/polymorph -3; if the saving throw is successful, the charges are still expended.

Earthquake (9 charges)

The wielder of the hammer must roll a d20 to use any of this power. A 1 indicates that the blow to the ground was clumsy and the spell energy does not enter into the ground, and 1 charge is dissipated pointlessly. If a 20 is rolled, a special event happens (see DM).

The Truncheon of Fire

Burning Hands (1 charge)

As per the spell of the same name. No command word is necessary to initiate this power. It is enacted by the will of the wielder.

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)

Initiating this power requires 2 rounds.

Eruption (12-13 charges)

Upon uttering the command word and slamming the tines into the stone or earth, one of two spells will be invoked. If the wielder slams the tines diagonally, the hammer will evoke a lava fountain field (12 charges). If the wielder hammers the tines straight down, a greater magma geyser is evoked (13 charges). The wielder of the hammer must roll a d20 to use either of these powers. A 1 indicates that the blow to the ground was clumsy and the spell energy does not enter into the ground, and 1 charge is dissipated pointlessly. If a 20 is rolled, a special event happens (see DM).

Initiating this power requires 2 rounds.

Spells Empowered by the Hammer

Return to the Forge

Level: 4

Sphere: forge (invocation)

Range: 1 yard/level

Duration: 1 round/level

Area of Effect: one target/level

Casting Time: 3

Components: S

Saving Throw: none

Upon casting this spell, all metal items on a target’s person suddenly become terribly hot, and continue to grow hotter as time goes on. Magical items receive saving throws versus magic fire to resist the effect. Unless instantly thrown down or removed, all weapons and armor inflict altogether 1 point of damage to the target. The next round, all such equipment inflict 2 points of damage, the third round 3 and so on until the fifth round, which is as much damage as will be done (thereafter 5 points of damage continue to be afflicted). Items may become very weak at 5 points of damage.

Another version of this spell centers the spell’s effects upon the caster. The area of effect is in a circle around the caster, where the same damage system described above is applied. The area of effect is a one foot radius per level of the caster.

Transmute Earth to Magma

Reversible

Level: 6

Sphere: magma (invocation)

Range: 10 yards/ level

Components: V, S

Duration: 2 rounds

Area of Effect: one 20-foot cube/level

Casting Time: 2 rounds

Saving Throw: none

This powerful spell will transmute earth to magma within two rounds. During the first round of casting, the targeted earth will become noticeably hot, but cause no damage. All flora within the area of effect will begin to droop and wither. By the beginning of the second round of casting, the targeted earth will become blazingly hot. Those with unprotected feet will suffer 1d4 damage. If for some reason a creature upon the earth is splayed full body upon the superheated earth, such as a serpent, the damage will increase to 2d4. During this round all flora will wither greater than before, and must save vs. fire or erupt into flames.

Upon the conclusion of the casting of the spell and the start of the third round, the targeted earth will melt into molten magma. The exact type of lava created will depend upon the earth it was melted from, but typically standing in the substance will cause 6d8 points of damage, with no saving throw. Indeed, the magma is so hot that if ten or more square feet of lava is exposed, being merely drawing within 20 ft. of thickly pooled lava causes 1d6 damage, and within 5 ft. 2d6 damage, no saving throw. If the caster melted the earth deeply enough for the lava to be over waist high, the damage is 8d8 for those who fall into it. Full immersion is automatic instant death, unless a saving throw vs. death magic -4 is made. A save indicates 10d8 points of damage is suffered.

Movement through a lava field is extremely difficult, even if the lava is only one foot thick. The effects are as follows:

Ankle Deep: Max movement 1/4 of base movement. Saving throw vs. petrification to move at all. 6d8 damage.

Thigh Deep: Max movement 1/5 of base movement. Saving throw vs. petrification -1 to move at all. 6d8 damage.

Knee Deep: Max movement 1/6 of base movement. Saving throw vs. petrification -2 to move at all. 6d8 damage.

Waist Deep: Max movement 1/10 of base movement. Saving throw vs. petrification -3 to move at all. 8d8 damage.

Chest Deep: Max movement 1. Saving throw vs. petrification -4 to move at all. Saving throw vs. death magic -2 or instantly die. Save: 8d8 damage.

Immersed: Max movement 1. Saving throw vs. petrification -5 to move at all, and only with a lift gates roll. Instant death unless saving throw vs. death magic -3. Save: 10d8.

This spell cannot be cast upon silt, nor it can be cast upon ground that is overly hydrated. Recent rains and muds make the earth in question immune from the spell. The earth beneath finished stone or artificial construction materials such as adobe or even wood cannot be made molten, but the earth immediately adjacent to it is not immune. Finished stone itself cannot be so transformed.

The magma will typically stay in its molten state and remain extremely dangerous for two full days. After the first day the magma will start too cool enough to crack into lava, with a hard surface. This cooling lava now inflicts d6 and not d8 hit die damage, and ceases to cast a harmful aura. Upon it smaller demi-humans may walk without falling through into the molten rock if they make a saving throw vs. breath weapon, and only if they keep moving (standing still inflicts 1d3 damage points per round). After two days, it will start to cool entirely, and lose its heat at the rate of 1d8 worth of damage for every further hour that passes. Dwarves and folk of medium size may walk upon the lava at this time, assuming they make their breath weapon saving throw every round, and if they keep moving (standing still inflicts 1 point of damage per round).

Greater Magma Geyser

Pahoeoe fountain edit2.jpg

Level: 7

Sphere: magma (invocation)

Range: 10 yards/level

Duration: 1 round/level

Area of Effect: special

Casting Time: 2 rounds

Components: V, S, M

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.

Lava Fountain Field

Level: 7

Sphere: Elemental Magma (invocation)

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

Components: V, S, M

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.

Curse

Oruvyn beholds with supreme wisdom that the hammer is a craft of the gods. It seems the gods' will that Oruvyn not be allowed to see the curse of the hammer proper, but at the least, Oruvyn knows that the kabeiri associated with the artifact seems to desire it, or at least desires to be freed of the manacles that seem to have been made by it, and this may be a curse in its own right.

Suggested Means of Destruction

Crush the hammer under the weight of the mountain under which it was made for one hundred years, then melt it in the fires of its making for another hundred still.