The Bracers of Wildspace
Dispel Magic Grenade
Myrkandite
* Planetary Rod
* Scarlet Arms
* Cool Sphere
* The Divination Conic of Umar Abd Al-Badia
* The Rod of DrachensDoom
* Durel's Manacles
New Potions
The Staff of Tiegorus
Storm Wood
The Bracers of Wildspace Eric F. Schetly The Bracers of Wildspace are artifacts believed to be created in the Omnispace crystal sphere, but reports have them appearing in many spheres over the centuries. The bracers, according to the rumors and heresay, were originally something completely different, when they were fashioned on the planet Omni in it's first Age of Magic (which, sages believe, is some 3,000- plus standard years past). Some of their original abilities still exist, but most of the powers have changed with the passing of time. The bracers have changed in appearance, also. Originally they were fashioned from bronze with intricate runes carved into them. For reasons still unknown, the metal has changed into something that resembles the same material that compromises a crystal sphere. The bracers are now completely black, and the runes that first adorned them are now points of light. These points of light are actually the constellations of the sphere in which the bracers are in at the time. For example, if the bracers were found in Krynnspace, the white "lights" on the bracers would appear in the patterns of Krynnish constellations. Should the bracers found in the Phlogiston, the bracers will appear completely black. The bracers are very powerful artifacts, yet only warriors may wear them. The reason for this is yet unknown. Anyone else attempting to wear the bracers will be unable to lock the bracers into place. The bracers, when worn, appear seamless, but if not found on someone, are actually hinged! The two halves lock into place around the arm, magically growing or shrinking to fit the needs of the wearer. Any hinges or locks disappear once they are on someone. No harm befalls anyone not of the warrior class when attempting to put on the bracers: they merely fail to lock into place. The Bracers of Wildspace are currently in the possession of Onestar the Psionic Samurai, captain of the Eternal Wanderer. The Bracers of Wildspace have many powers. It is rumored that not all of the powers have been discovered. To date, these are all the known abilities of the bracers. (The Bracers grow in power as the warrior grows in "level." Role-playing abilities will be listed first, while actual game statistics will be listed in parenthesis afterward.) Depending on where the warrior is, whether it be in wildspace, planetside, or in the phlogiston, the bracers have different functions. Their planetside abilities will be discussed first. (Unless otherwise noted, the `planetside' abilities can be used in wildspace or the phlogiston also.) Planetside The bracers, when placed on the warrior, first impart greater strength. The warrior, at first, is not accustomed to his new strength, but soon grows used to it. Current STR Level New STR Level 3-16 add one level 17 18(roll for exceptional STR) 18(18/01-18/00) 19 19 and up add one level The PC suffers a -1 to hit penalty until he becomes used to his new strength {1d4+3 days}. After the PC gains advances to his next level, make the PC roll a save vs. Polymorph. Failure means that the PC has gained extra bulk and must subtract 1 from his Dexterity. Making the new throw means no penalty.) The bracers also reflect the character's alignment, by way of emitting CONTINUAL LIGHT at will. The glow from the bracers will be a pure white for good characters, dull beige for Neutral characters, and darkness will come from the bracers for evil characters. (Please note: If a mage has cast a spell on the character to mask his alignment, this will not affect the glow of the bracers. They reflect the "inner light" of the PC, and will not be affected by any change.) The bracers act as magical armor for the warrior. The bracers provide a magical defense constantly for the warrior. The bracers will not provide these benefits, however, if the warrior wears other forms of protection. (The bracers lower the AC of the warrior 1 point for every two levels of experience. For example, a 1st level warrior has an armor class of 9, while a 20th level warrior has an AC of 0. This benefit is not activated if other armor is worn, either magical or normal. A shield will not affect this. The bracers also confers a 5% Magical Resistance for every two levels to the PC. This cannot be turned on or off at will: it works on spells whether they help or harm the PC.) Also, once per week, the bracers can locate dimensional rifts. Upon Mental command, the bracers begin to glow, then the warrior begins to levitate (as per the spell: 1d10 feet. Watch for low ceilings) and spin very quickly. After a few seconds, the glow intensifies and "flies" from the warrior in the direction of the rift. The warrior knows the direction and the distance of the rift, but not where it leads. (This ability will not work in Wildspace or the Phlogiston. Role-play this carefully: if the PC is indoors when he tries this, warn him that he may bump his head on the ceiling. Also, the "bolt" is the color of the PC's alignment, as detailed in the Continual Light paragraph. The destination and location of the "rift" is up to the DM. Should the PC use this ability in the planes, then the PC may {at the DM's discretion} choose their destination, with a chance of 5%/per level chance of success.) Wildspace In wildspace, the Bracers become their most powerful. Depending upon the circumstances, they will help in combat or help escape, whichever your needs might be. The Locate Dimensional Rifts ability does not function in Wildspace. Rather, the Bracers can locate portals in a crystal sphere within a 1,000-mile per level coverage of the sphere. Should a portal be located, the warrior knows where it is and while passing through it, the bracers will not allow the portal to close. (Pretty self explanatory, don’t you think?) Should no portal be located, the bracers, once per week, can Create Portal in a Crystal Sphere! The portal will be large enough for the Warrior's ship to pass through, then close as soon as the ship is through. (This takes one full turn of concentration on the PC's part to open such a portal. Should the PC's ship be part of a fleet, the portal will not remain open long enough to let the entire fleet pass through. The portal will close as soon as the ships begin to pass through. Consider this a Ship Halved roll according to the Spelljammer Boxed Set.) Should combat be required, the Bracers draw upon the inner essence of the warrior and provide a powerful offensive weapon. The warrior, up to three times per day, can project a powerful Cone of Force from the bracers. The cone is powerful enough to cause serious damage to either a ship or to its crew. The cone of force is extremely powerful: if not careful, the warrior might be knocked off his own ship! (CONE OF FORCE: In order to use this ability, the PC MUST be braced up against something that will stand the shock of something 2 times his weight {A saving throw may be made by the DM if he/she wishes}. The cone, when projected, goes in one direction while forcing the PC the opposite direction. Even if a character is bracing himself and isn't against something, the PC will be forced back, more than likely off the ship. The cone of force is projected in a straight line. The distance the cone can travel is determined by the PC's Level and the chart below: Character's Level Distance of cone (IN HEXES) 1-6 same hex 7-10 1 Additional Hex 11-16 2 Additional Hexes 17-20 3 Additional Hexes 21+ 1 hex/ 7 levels The cone can be used two different ways, and the PC must announce which method he intends to use before attacking. If the PC is unaware of the different attacks the Cone can make, then Attack Mode 1 is used by default. ATTACK MODE 1: Ship damage. The PC must make a THAC0 roll, with a -4 Called Shot Penalty. If successful, the PC inflicts 1 Hull point of damage per level. If the ship is destroyed by the attack (I.E., the total number of points damage taken by the ship is more than the ship's current Hull Point total), the ship is permitted a saving throw (whatever material it is mostly compromised of) versus Disintegration. If it fails, the ship is destroyed and the air envelope begins to dissipate. If the ship makes the save, the crew of the other ship can "hold the craft together" long enough to hope for a crash landing somewhere. ATTACK MODE 2: Ship crew attack. This is more difficult. The PC must make a THAC0 roll with a double called shot penalty (-8). This is because the PC is trying to hit a ship someone on a ship a good distance away from him. I don't care how good the PC is, this ain't easy. Should the attack be successful, EVERY CREW MEMBER ON AN EXPOSED DECK IS KNOCKED OFF THE SHIP. THERE IS NO SAVING THROW. If the DM thinks that this is too powerful to use in his campaign, then the second mode is optional.) PLEASE NOTE: The Cone of Force will NOT work in the Phlogiston. It only works in Wildspace. One other power the Bracers offer, whether it is in Wildspace or the Phlogiston, is a constantly regenerating air envelope. Should the warrior be forced off his ship, his air envelope will never foul. The bracers will keep the air pure. (Of course, the PC will still be effected by Hunger, cold and whatever else the PC needs. Hey, he may starve before another ship finds him, but at least the air will be clean! This ability will only work on one person: it will not refresh the entire ship's envelope. Should the air on a ship go deadly, the bracers will keep the PC's personal air envelope fresh.) Phlogiston One would think that the Bracers would be less effective in the Phlogiston. While most of its abilities will not function, it does offer some protection. The bracer’s ability of continual light will work in the Phlogiston, as will the armor, the replenishing air envelope and the ability to locate portals (The Bracers will not open a portal outside a Crystal Sphere.) None of the other powers will work. The Bracers do offer one special power in the Phlogiston that it can't offer anywhere else: Protection from Fire. Should (the greater powers forbid) the warrior come near a fire while in the extremely flammable phlogiston, an aura (the same color as the continual light) will appear around the warrior and fire will not harm him. (This is involuntary. The PC has no control over this power. This power will not work outside the Phlogiston. Anyone near or touching the PC will not be protected by this ability.) Some Important Notes As with any artifact of power, there are some things, as the DM, you should know about. The first, and most important, is that once the bracers are placed on a PC's arms, they can never be removed. Thieves cannot find any locks to pick or any hinges to loosen. The metal is considered Unbreakable (even a saving throw of a 1 will not harm the metal!) and with an AC considered near -20. Once a PC acquires these, they're stuck with them. There are only two ways to remove the bracers: Cutting off the person’s arms or killing the person. It is possible to remove the bracers, but it is strongly advised against. Only once, in all of existence, has anyone tried to use the WISH spell on the Bracers. The mage, whose name has been long forgotten, was utterly destroyed in the process, and the world under which they stood was blown apart. The man who wore the Bracers survived, but soon died of starvation. The Bracers, also, are a prized artifact, and most Wildspace races seek them. It is believed that they were once the possession of Illithids, the Neogi, and the Reigar. The Arcane and the Dohwar would love to purchase them, but would never go to the bother of actually killing someone for them. They have, as far as these bracers go, patience. They know that someday the current owner will die and then they will try for them again. The Giff have no interest in the Bracers, for reasons no Giff will ever relate. The Bracers are never apart; In fact, they will not work unless one being wears both of them. They are magically connected, and will never be found more than 3 feet apart of each other. Should two warriors try to wear one each, the bracers will not lock and therefore not function. Clerics, Thieves, Mages, and Psionicists cannot use the Bracers. It is rumored that because they concentrate on one "art" rather than the warrior, who is more likely to try nearly anything once, they cannot work. The bracers work on all races, with one notable exception: Gnomes. Myths tell us that the creator of the Bracers hated Gnomes. They even work perfectly on Dwarves, which has been known to shock even the most seasoned adventurer. Imagine a Dwarf, tossing off Continual Light Spells and opening portals in Crystal Spheres!Return to Index
Dispel Magic Grenade Eric F. Schetly Appearance: This appears to be a small, 2-inch diameter globe of crystal with a milky-white substance inside. Abilities: any class may use this weapon. When thrown (using the thrower's THAC0), the globe breaks upon impact. The area of effect is a ten-foot radius. All magic users and/or magical items must make a saving throw. (Mages/Clerics: Save vs. spells. Magical items: save vs. Magical Fire. Magical bonuses are in effect {+1, +2, etc}. Saving throw charts are found in DMG.) If the save fails, one of the following effects occurs: 1.Magic-using characters, NPCs, and creatures with spell-like abilities lose all magical abilities for 1 day (144 Turns). Mages need to study their spells to regain them. Priests must pray for more spells. Others regain them at their normal rate. 2.All magical items that fail their save lose their dweomers, and become normal weapons or trinkets. Items of exceptional quality (Artifacts, +3 or better magical items, weapons with more than 50 charges, etc.) merely act as if under the clerical spell DISPEL MAGIC. (Cast at 12th level of ability.) Limitations: The sphere that holds the magical energy is extremely fragile. Should any monster or PC carrying a sphere be forced to make a save versus Crushing Blow for whatever reason, the sphere will fail and shatter. Also, if the to-hit is failed, grenade effect rules should be used as detailed in the Dungeon Master's Guide. History: Nothing is known about this new and extremely dangerous weapon. Where it came from and who created it is a mystery. The first reported sighting of the grenade was on the world Oerth by a group of adventures exploring a lost castle. The group met and defeated a strange, 7-foot tall alien that destroyed itself upon death. Several of the globes survived its death, and were taken by the Spelljamming Necromancer Devonshire Tavern to his homeworld of Omni for study. He surmised that the creature that used the grenade was not from Greyspace. The monster was extremely dangerous and, Devonshire decided it was one whose world he did not want to explore. XP Value: None. Method of creation unknown to PC's (The DM may, at his discretion, assign a value to the using of the grenade, but the PC's cannot determine how to create them. GP Value: Unknown at this time. There are but a handful of these globes known to exist, so they could very easily demand a king's ransom.Return to Index
Myrkandite thanatos@interaccess.com When the metallurgist pores over the manifest of spelljamming ships laden with exotic ores, such as adamantine, meteoric iron, and Frewer's Gold, none excites the pulse and widens the scholarly prospects as finding a lump of the fabled Myrkandite. Native to but one world, early experiments in spatial transport has scattered the lumps of reddish rock across the spheres, to the boon of some, and the detriment of others. For myrkandite is an ore like no other. Most ores and metals are prized for their constancy of properties. Myrkandite, as shall be seen, is prized for just the opposite reason. Wherever you go, mithril is the same. Metallic gold in sheen, it is virtually impossible to smelt without the aid of magic. Wherever you go, an mithril sword will always be a mithril sword. Its properties are its innate hardness and readiness to take enchantment. These never change, except perhaps on magically dead worlds. Myrkandite, on the other hand, is as constant as the wind. Deep red in hue when it is discovered in the ground, it resolves into a metallic scarlet after careful refining. Such processing is necessary, since Myrkandite is an amalgam of gold, silver, adamantine, and what appears to be quicksilver. Thrust into a common fire, it readily disassociates into its valuable components. Carefully tempered, however, it is worth a thousand times the sum of all its components. It was originally found as a natural ore only on Greyhawk. Here, oddly, it showed no innate properties, other than being a fantastically valuable chunk of rock, that could be disassociated into several priceless metals. Much myrkandite was lost in these years, to those too greedy to look beyond a quick piece. It was only when a mage decided to show a sample of the ore to a colleague in Faerun. He set up the powerful magicks to bridge the two worlds, and enacted them. Suddenly, and quite by surprise, the sample utterly annihilated in a burst of energy, mortally wounding the mage. He lived long enough to tell his friend, Cameron, that it was indeed the Myrkandite that had done it. From that day on, it took on the unsavory name "bloodsilver." As is the case with human nature, such events do not dissuade interests, but rather fire the imagination. What made the ore behave in such a fashion? Was it perhaps inimical to existence on Faerun, and that any sample thus transported would explode? Cameron traveled to Oerth, to study it in greater detail. After five years, he came up with nothing. Myrkandite was largely unreactive, and seemed fit only to adorn jewelry, as was the fashion now. Its scarlet red hue enhanced any material it was added to, from base pewter to the most elegant adamantine bracelet. The secret for myrkandite incorporation in other materials was discovered by Cameron himself. First, the ore is ground down into a fine powder. Then the substance to which it is to be mixed is also ground down (nearly impossible for adamantium, but where there's an iron golem, there's a way). The powders are added, and the mix is slowly heated, gradually increasing the fires, until the substance is liquid. A quick pour, and the item is molded. Cameron theorized that whole items could be forged out of myrkandite by a process he called "press forging." A mold would be filled with powdered myrkandite. A golem or other fire resistant creature would hold the two halves together, and insert them into the furnace. When finished, the mold is taken out, and cracked open. The result is left to cool. When the first item, a bracelet, was forged in this manner, Cameron turned it over to a jeweler for engraving and encrustment. Much to his chagrin, nothing short of adamantine would score it, and that merely scratched the surface. Gems had to be tied on with gold wire. Puzzled by such a radical state change, Cameron sought to gather up as much Myrkandite ore as possible, and stashed it safely. His family begged him to return home, but he could find no safe magical transport. Finally, a friend recommended one of the spelljammers so often seen in the night sky. He knew that the moment he arrived home, he would resume his studies with a fevered pitch, so he thought a slow ride home might be nice. He took with him a small sack of the ore for study, and the first bracelet he had forged, now around his wrist. When they made ready to leave this world, he went to the edge of the ship, to see the breathtaking view. No sooner had they entered wildspace than something frightening happened. The bracelet began to shake and throb mightily, and Cameron, recalling what had happened to his friend, dropped the bracelet to the deck, and leapt back. This caused a hearty chuckle amongst the crew, convinced they had a newbie on this journey, unused to the differences in gravity. The captain moved to reassure his passenger, and noticed the bracelet on the ground. Picking it up, against the protestations of the mage, he asked the scholar where he had acquired a lump of planetite. The mage was confused. He touched the bracelet, and it was indeed still throbbing, albeit diminishing. Did the captain expect this? The captain explained that this substance, normally called myrkandite, but planetite in wildspace, was extremely valued in the art of navigation. It thrummed and throbbed in the presence of a planet, growing more intense the closer the planet got. Many a ship whose air supply dwindled, was saved by these rocks. Of course, smaller pieces were usually employed, to prevent the startling nature the mage had witnessed. Were there any more uses, the mage queried? The captain knew of only one. There were rumors that the ore did not respond well to extradimensional energies, such as seen in a teleport, or a dimension door. When a ship faced a dire foe, myrkandite could be teleported onto the foe's ship, where it would explode, and hopefully disable the 'jammer. Because of the heavy price of Myrkandite, however, this was keenly discouraged. A change in properties! How incredible! The mage was now enthralled by the prospects for his ore, and sought a return to home as soon as possible, to carry on his experiments. He almost asked the captain to return to Oerth, when an idea came into his impassioned brain. If there was a change of properties here, then why not on other planets, other worlds? Was myrkandite so whimsical that it affected different things on different worlds? There was only one way to find out. The results consumed the rest of Cameron's life. His results were collected in the Tome of Myrkandite, which was lost in a magical war between his guild and a wizard's college over a stash of adamantine never returned. The random notes that survive, as well as specific examples which Cameron discovered, follow: Greyhawk: As stated, the effects of Myrkandite are hidden on Oerth. This can primarily be linked to the fact that Myrkandite has only been found naturally on Greyhawk. Further, Myrkandite can only be synthesized artificially in Oerthian laboratories. Some have theorized that the majority of the properties that surround Myrkandite have to do with vibration generation and control. If synthesized on another world, the compound, in the process of creation, will shake itself apart. However, its inability to teleport between worlds, coupled with records of its existence on worlds other than Oerth before the advent of Spelljamming leads some to conclude that part of the secret of Myrkandite is still unknown. The majority of Myrkandite forging is done here, due to the fact that little in the way of surprises await those who try to forge it. Otherwise, it is necessary to erect a shield against a planet's specific effects, lest the vibrating skew the results. This shield usually is an anti-magic shell, allowing spells to be cast within, but not across the barrier. There also exists a spell created by the unknown mage that neutralizes the vibration field of the myrkandite, allowing it to be unreactive. Bearing in mind that such a spell also neutralizes the effectiveness of a weapon or item already created, its secret was tightly guarded. Wildspace: Despite the proliferation of crystal spheres, the effects of Myrkandite are always constant when in Wild Space. The myrkandite hums and throbs the closer it gets to a planetary mass. This is not always good, as it locks in to the closest mass, and not necessarily the largest, or the one that has precious air or life. Still, it is useful in detecting magically cloaked worlds, or uncharted planets, as magic screening has no effect on it. In spheres that are antimagic in nature, a combination of a lump of Myrkandite and a gnome rocket ship is all that's needed to navigate even the largest Sargasso. When approaching 100 million miles from a world, the stone begins to vibrate lightly. Often, the rock is cradled in a sophisticated holder that sets off a noticeable change the moment a vibration runs through it. It steadily builds each 10 million miles passes, until, as it reaches the outer edge of a planet's air envelope, it actually shakes and rolls if placed on a flat surface. Those with planetary navigation, and more than a year's experience with a particular piece of Myrkandite, can gauge how far they are from a given world by the rate and strength of vibration. This is extremely useful, as often a navigator will come near two worlds, and will reach a point where she is equidistant to the both. Without an innate knowledge of Myrkandite, she may be confused as to why she isn't getting farther from the world in question, as the Myrkandite suddenly senses this closer world, and takes over.
Planetary Rod: Often when Myrkandite is used to detect the presence of worlds, it
becomes necessary to weave a wide path at first, to determine precisely which
direction the planet lies. This is often a time consuming activity, and when one needs
desperately to find an air pocket, ultimately fatal.
To this end, the navigators of wildspace have fashioned item called planetary rods.
Some are crude, merely two lumps of Myrkandite tied to both ends of a wooden
stick. Others are exquisitely fashioned metal rods, inlaid with precious gems, more
resembling wands than anything else. Each is anywhere from 1 ft. to 3 ft. in length. The
length is critical; the longer the Rod, the more effective it works.
The item is held, one end in each hand, an arm's length distant. By slowly turning the
body in a circle, and feeling for the differing rates of vibration, the navigator can tell in
which direction the planetary mass lies. For instance, when the navigator feels one end
vibrating much more than the other, he knows that the first end is closest to the
planetary body. Proper alignment can indicate the precise direction the planetary mass
lies.
As can be seen, the longer the pole, the greater the difference between vibration
rates, and the more accurate the reading. The only limiting factor is the sensitivity of the
hands in determining differences, as well as the maximum armspan.
The Rod confers a +1 bonus to navigation rolls. It also often is the only way to detect
invisible or cloaked celestial bodies. It also only senses bodies that have specific
auras which respond to the morphic properties of Myrkandite. In other words, if you
sense a body, be prepared for your Myrkandite to change when you get there.
Faerun: This planet has perhaps the best example of the true capabilities of this substance. On
Faerun, home of the Forgotten Realms, Cameron sought to introduce Myrkandite to his colleague.
When he told the Guild of Metallurgy that the bracelet he wore around his wrist, an amalgam of
adamantine, gold, silver, and mercury, was tougher than adamantine, the majority scoffed, and
demanded proof.
However, not even the mage who discovered it could believe the results. The mightiest smith smote
the bracelet with his largest hammer.
No effect. Not even a sound. A flurry of examination followed. Adamantine tools still scored the
surface, but only when slowly cut. From all observations, the material seemed to absorb kinetic
energy readily.
Cameron quickly sent a messenger to retrieve more, and scoured through magical tomes to
determine whether or not Myrkandite had already been discovered on Toril, perhaps under another
name.
They needed to look no further that Justrael's Book of Singular Weapons:
The Scarlet Arms: This suit of chain armor and shield was created hundreds of years
ago, supposedly by the Red Wizards of Thay (thus the color, as the legend went). The
style of manufacture suggests dwarven influence, although, with the information
Cameron brought forth, a whole new history could be guessed at. Since the material
itself would resist the shock of forging and shaping, the individual links needed to be
forged one at a time, painstakingly, and then slowly incorporated into the suit. Sudden,
sharp blows would not work; only tireless application of steadily increasing force
would close a link. Based on the information garnered in the book, one mage
calculated it would take over 100 years to forge 1 man-sized suit.
Now knowing what to look for, they examined any legends dealing with the uncovered
information. According to one legend, the suit, lighter and stronger than any mithril
construct, required no magic in its creation. It was made as part of a prophecy
followed by a dwarven/human community that lived in the shadow of the Spine of the
World. According to the prophecy, a horrid creature would rise from the earth,
devouring all magic in its path. Where it could not find magic, it would take life. But the
earth would not forsake her children. It pointed to a pile of rocks that had "fallen from
the heavens," and were discarded as too hard to forge. It taught them how to slowly
shape the ore into defense sufficient against the creature. The horror never came, and
the armor was sold for food to merchants during an especially bitter winter.
From there, the armor, non-magical in nature, was sold to the highest bidder, a
collector of novelties. After a hundred years of collecting dust, it was stolen by a thief,
who wore it during his escape. He was struck by an arrow while climbing the wall to
freedom, but amazingly took no damage from the fall. Rumors came to the ears of The
Wizards of Thay concerning the armor, and they hired to best assassins to bring it low.
From there, the legend ends, with it falling into their hands, and starting the original tale,
a suit worn by Thay enforcers during ceremonial battles.
The armor does not glow under the scrutiny of detect magic. However, for all intents
and purposes, it acts as a suit of Elven chain + 3. Further, it has fantastic damage
absorption capabilities. For every amount of damage leveled against the wearer, 4 is
absorbed. This can come as any type of kinetic damage, from bites, to sword thrusts,
to arrows, to even falling. However, unless a magical attack is kinetic in nature, it
provides no protection. Thus, some types of weapons can be all but ignored.
The shield acts as a +1 item, also non-magical in nature. It can absorb 4 points of
damage, but only when the wielder strictly parries in a round. When the two items are
combined in a parry, up to 8 points are absorbed. Further, the shield can be
positioned underneath a falling wielder to absorb part of the damage from a fall (DEX
check required).
Cool Sphere: One mage in Cameron's enclave happened upon this idea. Grabbing a
piece of Myrkandite roughly caused it to become cooler, as the rock stole heat and
motion from the hand (necessitating a layer of protection when fashioned into shields
or armor). Since liquids, when heated, seemed to become agitated, it would reason
that something that actively sought to still the liquid as much as possible would cool it.
To affect the change, the liquid should be kept from the air as much as possible. She
sent word to Greyhawk to fashion a sphere out of the substance, with a removable
plug, also of Myrkandite.
The item can hold up to 1/2 gallon of fluid. If shook briskly, the liquid within quickly
cools, always right before the freezing point. Small pads must be worn during agitation,
to prevent cold burns.
On Toril, Myrkandite acts to absorb kinetic energy. It does so in four distinct
grades (the energy is dispersed along a matrix throughout the item. Until a
discreet level of Myrkandite is reached, the alloy does not efficiently dissipate
energy). The grades are linked to the percentage of Myrkandite within an object.
For every 25% an item is composed, the item will absorb 1 point of damage.
Thus, an item composed of 50% Myrkandite absorbs 2 points of damage.
However, keep in mind that although a pure Myrkandite coin will absorb 4
points damage, the area it protects is very small indeed. As the Scarlet Suit,
composed of thousands of individual links, showed, unless the item covers a wide
area, it protects very little. As a rule, unless the Myrkandite intercepts every part
of the force, it is not completely effective. Thus, ring mail, raised above the
leather coat, will completely intercept the shock of a bashing weapon (while
allowing a small enough dirk to pass through), while Myrkandite studs placed
into the bottom of boots will not completely absorb the shock of a fall, since they
do not cover the entire surface area of the bottom of the shoe.
On Toril, Myrkandite does not take an enchantment well. However, it is
excellent protection, acting as magically enchanted armor, depending on the
degree of protection it provides. This is usually directly linked to the mass of an
object. Of course, the amount of metal (which Myrkandite is taking the place of)
must be a significant fraction of the armor to be considered. Here is a rough
estimate, assuming 100% Myrkandite. For less pure mixtures, divide the number
by the fraction it contains (25, 50, or 75%) and round down.
Armor Type Defense Bonus
Studded Leather 1
Scale Mail 2
Chain Mail 3
Plate Mail 4
Field/Full Plate 5
A shield of myrkandite is not enchanted to move to intercept attacks, as many
magical shields are. Subsequently, unless it is specifically used to parry, the
shield confers no defense bonus, except the standard +1. If it is used to parry,
the bonus increases to +3. However, its damage absorbing capacity makes it
worth creating and owning.
Al Qadim: Soon after Cameron finished his studies in Faerun, he hired a spelljammer to
investigate the planets of Realmspace, to see what effect Myrkandite had on the different worlds,
beginning with the moon.
When they were about to depart, Cameron explained to the captain about the nature of the mission,
and asked her if she knew of anything that would assist him in his studies. After a bit of pondering,
she told him that certain areas of Toril were avoided by spelljamming captains, because of sudden
shifts in the way magic worked. Intrigued, Cameron asked to be taken to the border of one such
barrier.
When they arrived, it was at the edge of a vast desert. Finding a caravan route, they waited until one
approached, and Cameron left the ship to travel into this strange land. Showing a sample of the ore
to a pack of merchants, they immediately attempted to buy it, claiming it was a substance called the
Radiance of Fate. From what Cameron was able to glean, Myrkandite glowed when struck, making
it ideal for use as a lighting element.
Further experiments with the bits he had brought with him confirmed this discovery. Not only did the
ore cast a bright white light, but it also gave off no heat. It seemed a mundane power, but it
enthralled Cameron nonetheless. This proved his theory that Myrkandite had a specific, differing
effect on each world, and not all were keyed to a special aspect of that world. It also reasoned that
if the Myrkandite had mundane effects on some world, it might take years to correctly analyze the
effect on certain worlds.
Armed with this knowledge, Cameron left the land of sand and Djinn, to search other worlds for
other properties.
On Al-Qadim, Myrkandite has, perhaps, its most mundane effect. When struck, it
produces a bright, clean light from every exposed surface. However, even a light
application of paint will shield an area from illumination; thus, myrkandite is
sometimes used to coat decorative pieces, then delicately painted over in
intricate designs, so that when struck, produce dazzling geometric patterns that
shine on surrounding walls and floors.
Otherwise, Myrkandite can be treated as a novelty, or a weak tool. Oftentimes, a
small shaped piece is tied to the end of a stick, to make a safe torch. However,
those who inhabit Al Qadim, being innately creative, seldom allow such a
miraculous item to be wasted. Pieces of myrkandite are intricately worked into
weapons, instruments, and articles of clothing, so that in the frenetic motions of
fighting, playing, and dancing, radiant beauty can be discovered.
Myrkandite glows in direct relation to the amount of force applied. For every
point of damage inflicted upon the item, the item glows for a round. Further, for
the first round after contact, the object hums with a pleasant tone, whose pitch
is determined by the amount of myrkandite used; the smaller the amount, the
higher the pitch. Of course, intensity of light is directly based on a ratio between
mass of object and amount of force applied. Thus, an extremely large object and
an extremely small object are struck with the same amount of force. The large
object will glow with a hazy illumination, while the smaller one will burn
brightly. Oddly, both will glow for the same amount of time. The reason for this
is not particularly well understood.
The Divination Conic of Umar Abd Al-Badia: The largest and perhaps most
dramatic application of Myrkandite is found in the Haunted Lands. There, amidst the
endlessly swirling, shifting dunes, a single island of black basalt thrusts from the sand.
No matter how savage the sun beats down, however, the rock remains cool and sitting
upon its surface seems to refresh even the weariest of travelers.
In the center of the platform, a six-foot cone rises into the air. Studded across its
surface are hundred, perhaps thousands of pieces of carefully crafted Myrkandite. The
whole was fashioned by Umar bin Rashad, a corrupt merchant who sold tainted food
to the nomads of the region. The vengeful Al-Badia hunted the merchant down, and
compelled him into slavery. There he languished until a sandstorm separated him from
his tribe, and led him to the basalt platform. A vision appeared before him, a ghostly
image of the cone, and a voice commanded him to make it. He then followed a ghul
back to the camp.
The nomads, astounded by the return of their slave, being led by a ghul no less,
listened gravely to the vision, and knew that it was the will of Fate. They returned to
the platform, and established camp there. Because there was no water to be found,
their lives became exceedingly harsh, but they did whatever was necessary to
complete the task.
Led by another vision, Umar came across a granite cone in the ruins of a temple. Half
buried in the sand, it still contained gems embedded in the surface. The nomads
dragged the cone two weeks to the platform.
Using the small fortune garnered from the cone, Umar traveled north, and wandered
the bazaar where once he cheated and stole. He came upon a boy who had found a
sackful of red stones. He paid the boy well, and returned, knowing his quest was soon
over.
The histories become unclear here. What does remain, however, is the stone. When
the top is struck, it transmits the energy across the surface of the stone. Light and
sound wash down the outside, creating a brilliant spectacle.
Folklore states that those who seek an answer from the stone must travel alone across
the sands, seeking the cone and fasting all the while. Once she arrives there, she must
wait until the sun goes down. Then the petitioner strikes the top of the cone, a solid
chunk of Myrkandite. The energy from the blow creates a chain reaction, lighting each
stone in sequence. However, the path the energy travels is never the same.
Carved into the surface of the basalt platform are alphabetic characters. When the flow
finally reaches the platform, it casts light on certain characters.
Now most of the time, this jumble is fairly incomprehensible. That's where the
Al-Badia comes in. The sounds and light sent out from the stone travels across the
dunes, summoning the nomads from miles away. The petitioner should have brought
gifts for the nomads. Failure to do so usually raises the ire of the already unpredictable
nomads.
Depending on how well rewarded the Al-Badia are, they will do their best to translate
the message. Often this is an analysis of the letters from the most wise of those who
came. For those who are extremely generous, the petitioner is brought to a camp,
where she may speak to the hakima. Chances of accurate divination are almost 100%
at this point.
There are those who say that there is no divination powers inherent in the conic; that
rather the Al-Badia respond to the calling of the stone, and use their wisdom to
ascertain an answer. Those who have made the journey, those who have struck the
stone, and met the Al-Badia, have no doubts that the conic works.
Krynn: After the journey to Al Qadim, Cameron began to prepare for the journey to all the
populated worlds known, to begin a careful survey of how Myrkandite worked, and to see if there
was a pattern to its cause and effect.
The moon of Faerun provided no quick solution, and rather than allowing his enthusiasm to wane,
he traveled to the next world. And the next. And the next. Sometimes it thrummed lightly,
sometimes it gave out a keening whistle. Other times, it just became dark and inert. It was
recommended to him by friends that such uninhabited worlds held little in the way of interest. It was
best, then to go to another heavily populated world, to seek out any scholarship already done on
Myrkandite. The next, then, was Krynn.
In transit, Cameron had the fortune to come across a member of the Arcane, who offered a goodly
sum for his samples of Myrkandite, which he refused, after being told by the captain not to trust
such creatures. He did manage to ferret out of the merchant that on the Arcane homeworld,
Myrkandite absorbs ambient light, creating fields of darkness relative in size to the amount of
Myrkandite.
Almost immediately after arriving on Ansalon, Cameron was astounded to discover that the
Myrkandite was changing its basic properties! The scarlet red faded into a burnished silver, with
flecks of red throughout, and the whole mass became very malleable. Other than that, however, the
ore seemed unresponsive.
He was told by the captain to travel to Palanthus, the consult the Library, and the Metallist Guild,
for any evidence concerning Myrkandite's discovery here. Those he spoke with claimed a familiarity
with the substance, but confessed a need to take samples for further examination. Only in the
Library did the truth come forth, as the acolytes' eyes widened with astonishment.
"Dragon metal!" they whispered. Cameron was told of the Dragonlance, and how an exceptional
few took on the red flecked sheen seen in the metal. These were exceptional weapons, even for
lances. It was believed that the blood of the first dragon killed with the newly forged weapon
permeated the metal, and the spirit of the beast, thus trapped, enervated any dragons who came
near.
Cameron was informed that the method of forging these weapons was perhaps the best-kept secret
on all of Krynn. There was little chance of an outsider, even one who knew so much about the ore,
would be allowed into the forges of Ergoth.
Still, he asked to be pointed in the right direction, to see if he could convince the armorers to allow
him access. He was referred to Captain Allain, commander of a brig of war, which would be
making the run to Ergoth. This meeting was perhaps the most fortuitous of any he had on Krynn.
Deciding to be as forthright as possible, he brought a lump of the metal to the meeting, so that there
would be no questions in the captain's mind. However, the moment Cameron stepped on board, the
rock began humming and vibrating. Cameron was intrigued, but he did not want to offend the
captain. He need not have bothered.
In a flurry, the captain burst from the cabin, glancing about. As he approached, Cameron noted the
rock vibrated more intensely. Suddenly, he caught view of the mage, and stormed up to him. He
grabbed Cameron by the robes, and hauled him below deck.
A quick interrogation, and Cameron sheepishly surrendered the samples. Allain then revealed to
Cameron that he was a dragon in disguise. After the war, he tired of the constant politics of his kind,
and preferred an easy life of adventure on the seas. He told Cameron that his race had a name for
the substance. Roughly translated, it meant Dragonsbane. Not only did it thrum in the presence of
dragons, but the vibration audibly irritated any dragons in range. The substance was well guarded,
but occasionally weapons and armors were found containing Dragonsbane.
Cameron spent a month in Krynn, talking to various dragons (friends of Allain) about their
experience with the substance. Most items found containing the substance were sent to a vault deep
within the earth, far from where they would interfere with dragonkind. The tour culminated with a
visit to a scholarly bronze that conferred a scroll upon Cameron. On it was everything the dragon
had dared learn about the metal, which wasn't very much. Allain returned Cameron to his ship, and
cautioned him about further research. Allain was a good dragon, used to humanity and their curious
nature. Other dragons would not have been so understanding, thinking the metal an attack.
Before Cameron left, a messenger arrived at the spelljammer with a package wrapped in heavy
burlap. It was a rod, forged of Myrkandite. With it was a message, advising Cameron to take the
dagger as far as possible, and never return. Heeding these words, Cameron made for home with his
precious cargo. Never before had he possessed an item fashioned of the substance.
To understand the effect Myrkandite has on Krynn, it is first necessary to
understand how dragons communicate. Many believe that two dragons somehow
communicate through telepathy, when facing off against one another. The truth
is actually quite more profound.
On the back of a dragon's head is usually a series of horns or hairs that seem to
serve no purpose and are indeed only seen in action during dragon combat
when other dragons aim their attacks specifically at these objects. A closer
examination of these horns and hairs reveal that they are actually filled with
holes. Within these holes are channels covered with fine hairs. In many ways,
these organs replicate the same effect as ears do.
When a dragon breathes, the air is dispatched through a variety of chambers,
some travelling to the deep lungs, which remain inactive when dragons sleep,
some to the shallow lungs, which is the primary air system, and some travel to
the areas that control the dragon's breath weapon. When the air is expelled, it
passes by something very much like a human's voicebox.
However, such an organ would be wholly impractical for communications when
a dragon is in flight. An interesting adaptation, then, is two constructs, composed
primarily of the hard bone of the neck, which is stimulated by the breathing of
the dragon. The deeper or more excited the dragon breathes, the more the bones
vibrate together.
Dragons can control the amount the bones vibrate in a manner very similar to
the way a human can control his vocal cords, in order to speak, to scream, or to
sing. The noise produced, however, is ultrasonic, well out of the range of human
perception. Thus, dragons may "speak" to one another without any humans
hearing a sound. The only sign that this communication is taking place is that
the two will seem to preen and cock their heads, trying to position their sensory
organs in such a manner for optimal transmission. This sound is called the
"Keening."
Since the dragon's lungs are exceedingly powerful, this sound can be transmitted
over miles, warning other dragons, who pick up the vibrations in their super-
sensitive horn or hair organs. As alluded to above, it is an exceptional tool for
communication in flight, early warning, and navigation (it works as a very crude
form of sonar). Dragons may try to muffle to sound, but this is tantamount to
holding their breath, something they are wont to do. Dragons who are
shapechanged may opt not to broadcast, but some do, to warn other dragons
away from their presence. Chances are, if a dragon picks up the keening, and
sees no visible dragon, the shapeshifted dragon in question probably doesn't
want to be seen.
There is one final application of the keening pertinent to this discussion. Those
dragons who become agitated tend to allow the "harmonic" bones to vibrate
uncontrolled. This sound dips far below the standard ultrasonic range at which
they speak, passing almost to the standard sonic range.
When this level of keening strikes the basilar membrane of lesser animals, it
creates disharmonies within the inner ear, and sets up disorienting pain within
the cranium. The standard response to this effect is the much dreaded
dragonfear.
On Krynn, Myrkandite continues to display absorptive capacity, in addition to
energy translation. The substance absorbs the sound of the keening, making the
Myrkandite vibrate. Thus, if the dragon is breathing at all, there is a good
chance the Myrkandite will pick up the vibrations. Anyone standing within 10
feet of Myrkandite will be rendered immune to dragonfear.
The immunity has to do with the second property. The Myrkandite acts very
much like a sonic prism, absorbing the noise of the keening, and breaking it
apart into different frequencies. One effectively cancels out the keening, creating
a zone of silence.
The second sends out disharmonious frequencies that aggravate the sensory
organs. Dragons thus affected seem distracted by the noise. All rolls made by the
dragon are at -1. Further, the dragon will act irrationally, as if bothered by an
itch it just cannot scratch. Over time, the agitated beast will begin to lash out,
trying to divine the source. It would make sense that the dragon should notice a
connection between the keening and the amount he is annoyed, but this is seldom
the case. Few dragons know enough about Dragonsbane to seek it out as a
cause.
The third, and most puzzling, translates the keening into lower frequencies
understandable to humans. The wielder of the Myrkandite will not receive a
verbatim translation but will understand intent, as well as a general message.
The Rod of DrachensDoom: The Rod was created in Ergoth before the Cataclysm at
a time when the Forges were bustling with legendary life. A cleric of Paladine,
convinced by the Kingpriest of Istar that an evil dragon assault was coming,
commanded a few of the faithful to steal samples of material, and make a weapon he
could use.
Forged of the same stuff and in the same manner as the Dragonlance, the three foot
weapon has a Myrkandite dragon's head, screaming in agony, on one end. It does the
same damage as a mace +2, except against dragons, where it acts as a footman's
Dragonlance. Further, it possesses all the properties of myrkandite, sensing dragons
within 100 yards, as well as causing them excruciating pain (-2 to dice rolls) within 50
feet. Finally, the Rod will allow the wielder to speak the dragontongue, though those
she speaks to may not be in a friendly mood.
Other worlds: Sadly, soon after his return from Krynn, Cameron was struck with an illness both
debilitating and contagious, contracted perhaps on one of the many moons he visited as he slowly
made his way home. The finest clerics in Waterdeep could do nothing except quarantine him for the
duration of the disease, a disease which consumed his life over 10 years.
During that time, however, the other mages in his coven agreed to assist him in any way they could.
All Cameron asked was for the tower to be enlarged, giving him the freedom to perform
experimentation. He spent ten years, locked in that wing, and although the days were filled with the
sound of never-ending construction and destruction, the nights filled with screams of pain and
triumph, and the air stank with the odor of heavy magick, no one dared enter.
Finally, one day, the coven awoke to find the noise had stopped. There, in the middle of the room,
was a small pile of Myrkandite, a strange chair that thrummed divination magic, and a crystal ball
somehow connected to the chair. Cameron was nowhere to be seen.
The only other thing out of the ordinary was a sheaf of papers, ready for binding. Within, Cameron
tells how he developed a machine to project his consciousness into other worlds, to enter the minds
of the denizens, to find within their history and legends knowledge of the strange substance. The
majority of the coven's mages denounced it as the work of a raving madman, but others were not so
quick to dismiss the results. In truth, no mage possessed the courage to operate the device, to
confirm or deny the theories, so it was left at that.
Within the book was a careful cataloguing of each world, each planetoid that Cameron's mind
touched in its long sojourn. Each planet moved farther and farther from Toril, eventually penetrating
the crystal sphere to other worlds, other places. What followed was perhaps the most complete
inventory of inhabited worlds. Only a fraction of the worlds, perhaps ten in the hundreds
discovered, had any hints of Myrkandite.
Beyond these, however, lay two chapters, separated from the rest. Only one had ever been heard
of before, and that was in legend. The details of these were sufficiently fantastic to cast doubt upon
the entire work. What was written has been presented here, for the curious.
Ravenloft: Cameron's search led him through some of the finest libraries, not only in the Realms,
but in all the worlds his mind visited. Not only did he study the legends of these worlds, but also
legends of other worlds, and other times, concentrating especially on weapons that seemed "to fall
from the heavens." This would adequately describe Myrkandite, and its extraplanetary origin.
However, the more delving Cameron did, the more he discovered one legend in particular, repeated
over and over. All worlds, all cultures had vivid versions of an afterlife, both positive and negative.
From descriptions given, it was simple placing them as locations in the Outer Planes. However, one
in particular eluded him.
It was a place, as normal as the world from which the legend sprung, and yet it was dark. All of
them matched the pattern exactly, an evil reflection of the normalcy. The one thing they all had in
common was the form of passage: a portal of mist. Strangest of all, those who traveled this land
could enter the dark reflection of other worlds. Thus, those who entered through the Greyhawk
reflection could travel to the Krynn reflection, and escape to Krynn. If they could escape.
It was a place of terrors, and as far as Cameron could divine, it was impossible to reach, except by
the truly evil and the truly unfortunate. Still, he watched and studied, discovering that natural portals
to this nightmare world opened regularly. It was a simple matter of doing the unthinkable: finding
when a portal opened, and following the doomed inside. This he did, and mourned the loss of the
young boy, lost in the woods.
He traveled freely, and almost immediately discovered what he was seeking. There was a material
known as bloodiron that was almost as feared as the Lords who held each realm in their sway.
Those samples that existed seem to come from other worlds, other realms. No forging of the
bloodiron seemed possible, because of the peculiar properties. Still, the legends spoke of diabolic
tools of restraint and torture employing the crimson metal.
Cameron gives no indication how he escaped the horrid place; only that it was more terrible than his
means of entering.
Despite the fact that Ravenloft is an amalgam of different worlds, each
possessing different Myrkandite properties, there is a unified effect while on the
Demiplane of Dread. The metal turns a deep scarlet, and becomes almost slick to
the touch; thus the source of the name.
In many ways, the Ravenloft properties of Myrkandite closely follow those of the
Forgotten Realms, with one savage difference. On Ravenloft, the kinetic energy
of a strike is not absorbed; it is instead magnified. Thus, a weapon forged of the
substance will double the amount of force inflicted, effectively doubling the
damage. However, this amplification is not without its cost. It backlashes on the
wielder, inflicting the standard damage on the attacker. Thus, if a fighter strikes
for 7 points damage (including all bonuses) with a myrkandite sword, his victim
takes 14 points, while he himself takes 7. Subsequently, the only practical use is
as a ranged weapon.
As can be imagined, a piece of Myrkandite armor is deadly. Anyone wearing the
armor takes twice normal damage from attacks, but inflicts the kinetic backlash
on any melee attackers. Thus, the only practical use is as a trap, or to be worn
by something immune to normal damage, such as certain types of undead.
Note that all materials fashioned out of Myrkandite probably were brought over
through the Mists, since the very act of pounding the metal into shape would kill
the blacksmith. Since Myrkandite ranged weapons were always rare, they would
be next to impossible to find in Ravenloft.
Durel's Manacles: An insidious device, they consist of a standard set of iron manacles
lined with small pieces of Myrkandite. Any attempt to break out through force or
picking the lock will result in kinetic backlash. Forcing them open will do (1d4 + Str
bonus)*2. Each failed lockpick roll will do 2 pts damage to the wearer. The only safe
way to remove them is with the key.
Athas: The second chapter, a place Cameron referred to only as Athas, seems absolutely normal
compared to the first. However, to the mage, it was a horrid place, a desert land of dying and
endless suffering. Apparently there his soul form, normally invisible and invulnerable, took on a
material aspect.
He came there only after finding another spirit, travelling in a manner very similar to the one he was
employing. The spirit seemed amazed to find someone, normally going to this place for solitude.
Cameron agreed, and was almost killed when his guide turned on him.
Barely escaping, he fled into a vast desert. Cameron was alone, dressed only in his study clothes,
with no provisions and no spells memorized. Further, the myrkandite he was carrying also travelled
with him, something that had never happened before.
It is astonishing that Cameron survived, further lending credibility to the theory that his entire journey
was a product of his frustrated, delusional mind. He was almost slain time and again, except for the
fact that all those who opposed him seemed astonished that...something wasn't working. He speaks
little of this period; only that it took months to leave the place. Those who aided him in returning
home begged him to come back with more Myrkandite, and he seemed glad to see that the samples
which he carried did not return with him.
The mages of his guild immediately disbelieved the record, since they placed food outside his door
every evening, and there never was a break in the cycle. The final part of the journal is concerned
with his preparations to return, and from the fact that he made preparations with a variety of
travelling spellbooks, magical items, and the Rod of DragonsDoom, and none of these things were
found in his wing when it was searched. Perhaps he found a way to return, and has not come back
yet.
On Athas, Myrkandite is valued a thousand times more than silver, gold, even
steel. It is as malleable as iron, takes an edge well, and makes a durable weapon.
What is more significant, however, is that it absorbs psionic energy. How, is not
well understood. It seems to work in a field, absorbing psionic effect in a 5'
radius around the wielder.
A pound of Myrkandite is sufficient to absorb 1d6 PSP worth of active psychic
powers each round. Calculate the amount of Myrkandite in an object, and adjust
accordingly. This total is subtracted from the total PSPs neccessary to create the
effect. If there isn't enough PSPs, then the power doesn't go off. The psionicist is
instantly aware of the drain, and can add more to insure the effect happens.
However, most psionicists will not blindly pump PSPs without first
understanding why. Further, it can only affect the initial overlay of PSPs. If
another psionicist activates a power later on in the round, the power goes off full
effect.
Active psychic powers are those currently being used. Myrkandite will not touch
reserves of PSP, but the moment the PSPs are applied, they are subject to drain.
Specifically, the ore only affects psionic powers directed into the field, but will
protect the wielder from area affect psionics. Thus, even though the center of the
area of effect of an Inertial Barrier falls outside the 5' drain area, the
Myrkandite protects the holder. The door does swing both ways. Beneficial
powers are subject to the same drain as malevolent ones.
Myrkandite armor and especially helms are useful in incapacitating psionic
individuals. The effect must pass from the wearer to the target, and thus the
armor isolates the wearer from the outside world. Every time someone wearing
a piece of myrkandite armor tries to use a psionic power, she must first
penetrate the armor's draining effect. Thus, Myrkandite is most useful in the
hands of the non-psionic.
So where does the psychic energy go? Once again, it is retranslated into another
form, one quite similar to the Krynn effect. The energy is rebroadcasted as
disruptive psionic waves. All psionicists within a 25' radius take a penalty to all
power scores. For every round the Myrkandite absorbs PSPs, the psionic static
grows more intense, building +1 for each consecutive round, to a max of +4.
The effect fades -1 for each round of zero exposure.
What follows is a quick guide to how valuable Myrkandite is in each of the worlds, in addition to
how well known it is to sages and metallurgists.
Cost/lbs Rarity
Greyhawk 10,000 gp 15 in 20
Forgotten Realms 20,000 gp 16 in 20
Krynn 50,000 stp 19 in 20
Al Quadim 15,000 gp 16 in 20
Ravenloft 75,000 gp* 17 in 20
Athas Priceless 20 in 20
Wildspace 5,000 gp 14 in 20
Return to Index
Potions
Terry Hawkins (tlhawk@hal-pc.org)
The following potions are for sale by most Arcane in the Astromundi Cluster and provide a
good fall back for the race in a sphere were access to spelljamming helms are relatively common.
Note that some races (illithids mostly) take offence to the purchase and sale of certain
potions. The arcane are careful to never "glut" the market, and may refuse to sell on
a whim.
Extended Breath Potion (750gp):
This potion allows the drinker to survive without air for 3d4 days.
Gravity Walk Potion (500gp):
This potion allows the drinker to stand on and walk across a gravity plane. It functions
as Boots of Star Striding (Dragon #159 or Encyclopedia Magica, Volume 1) for the duration
of the potion.
Helm Boost (1000gp):
This potion gives the spelljammer an addition +1 to the SR movement of the ship and a +1
on initiative rolls for the duration of 2d4 hours or until the drinker stops spelljamming.
Helmsman Potion (800gp):
This potion allows a non-spell casting individual to spelljam as if there were a
spell caster of the same level with a full compliment of spells memorized. The potion allows
the drinker to spelljam for a number of hours equal to his/her constitution. At the end of
that time the 'jammer is exhausted and suffers a -4 to hit, proficiency checks and on
saving throws until he has rested for eight hours.
Immunity to Confusion (800gp):
The drinker is immune to the confusion effects of umber hulks for the duration of the
potion. The potion is also effective against the priest spell.
Mind-Poison (1200gp):
This potion lowers the intelligence of the drinker by 1d6 points for the duration of
the potion (10% permanent effect), but makes the brain poisonous to illithids. If an illithid
consumes the brain of a creature under the effect of this potion, it must make a saving
throw vs. death magic at -4 or die (no magic resistance roll). If the illithid survives, it
loses 3d6 hit points and a like number of PSP's. Used by the Calidian Hidden as a last
resort or in assassination plots.
Psionic Reflection (1400gp):
This potion reflects psionic effects directed at the drinker back at the attacker.
Only psionic abilities that are targeted on the drinker are affected. It however makes
directed psionic abilities impossible to use by the imbiber for the duration of the potion.
Directed psionics is any that has an area of effect other than "personal". Note that
this is a magical potion with properties that affect psionics, rules for mixing potions still
apply.
Psionic Resistance Potion (1000gp):
Any non-psionic individual that drinks this potion is immune to psionic attacks of
all types until the potion wears off. Note that this is a magical potion with properties
that affect psionics, rules for mixing potions still apply.
Return to Index
The Staff of Tiegorus
Richard J. Pugh
This staff is a by-product of Tiegorus's accumulated research. It is made of rare wood, is
about 4'6" long, and with a star-shaped tip holding a gem that continuously changes color.
Cherry is NEVER without this staff. It is similar to a magi staff, and can perform the
following:
Powers that drain no charges:
Read Magic, Detect Magic, Light, Feather Fall, Shield*
Powers that drain one charge:
Invisibility, Web, Fireball, Lightning Bolt, ESP, Tongues, Magic Missile, Levitate, Dispel
Magic, Ray of Enfeeblement, Suggestion.
Powers that drain two charges:
Telekinesis, Cone of Cold, Wall of Fire, Conjure Elemental, Wizard Eye, Teleport, Passwall.
Arcane powers:
Absorb spells to recharge, Store ten levels of spells (as a Ring of Spell Storing), Astral
Projection (drains five charges, lose 1-6 strength points upon return. Strength returns at
a rate of 1 point/hour).
If the staff is ever broken it will perform a retributive strike, as a Magi Staff.
Normally, it performs all spell functions at two levels below Cherry (18th at present),
and it can strike creatures hit only by magical weapons. However, it has no "to hit"
bonus and is considered a normal weapon in calculating damage. Finally, though the "Shield"
function drains no charges, it can only be used as many times in a twenty-four hour period as
there are charges in the staff. Like most staves, this one can hold 25 charges before
becoming "full." Overloading it will result in a retributive strike.
For the record, the construction of this staff took a LONG TIME: about two years to construct
the formula, another year to gather the ingredients, and eight months for actual construction.
Return to Index
Storm Wood
Michael Sandy
Storm wood is a tree that can only grow on exposed mountain ridges. It survives by using an innate
wind control ability that is prized in any wood product even vaguely related to flight. It can only be
cultivated by dragging huge quantities of fertilizer up thousand foot cliffs, and then casting Plant
Growth. Otherwise, the wood is hopelessly warped and useless. A storm wood arrow, even
without an enchantment, carries 25% to 50% farther than normal arrows. Unfortunately, it costs
about 10 gp for enough an arrow shaft.
Storm wood reacts beneficially to any flight related spell cast upon it. Such spells affect ten times the
mass of storm wood than the spell description, with increased duration as well. This includes spells
like Feather Fall, Unseen Servat, Levitate, Flight, Gust of Wind etc... If you could actually get
enough storm wood to make a spelljammer ship out of, it could almost fly without a helm.
In my campaign universe there was a huge magical civil war about 500 years ago that left many area
blighted by warped magical energies. Some magical plants and animals evolved as a result of them,
and some are 'natural', having an evolved ability to work certain magic. My premise is that if magic
is possible in the universe, it is possible for living things to, by accident, develop some magical ability.
In the case of Storm wood, a magical ability to withstand tremendous wind forces created a
dependence on that wind, and the tree will not develop the magical ability without it. Using the
magic has a high biological cost, or rather, imbuing that magic into the wood since it lasts until the
sap totally dries up.
The only way to get large quantities of Storm wood in usable form with denuding the ridge is to use
magic.
I haven't designed a Storm Wood ship, but it might take less magic than a helm to power it. For
example, because it is so receptive to wind magic, someone with a Ring of Air Elemental command
using the Gust of Wind power every round would be sufficient to power a small ship, providing
something else was providing lift.
A ship made from Storm Wood would likely be more expensive than the magical power source.
However, the mass of the hull itself wouldn't count against the mass limit of the helm, enabling much
larger ships. Well, it would count a little, but not much.
Flying the ship without a helm would likely be impossible, but landing it would be doable because
the lifting magic could be enchanted into the very hull itself. A 10th level mage casting Feather Fall
could slow ten tons of Storm Wood.
A Storm Wood ship would also get a lot more benefit out of rigging than some ships. The down
side is the difficulty in obtaining spare timbers to fix the inevitable battle damage. It would get a lot
more cargo capacity compared to the hull mass enabling a host of designs.