Arcane Amber (3.5e Material)
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[edit] Arcane Amber
Arcane Amber is a rare mineral which looks exactly like amber, except that it glows blue in the moonlight. It is the residue left after a spell is cast. Every spell cast leaves Arcane Amber in miniscule amounts. When a large number of powerful spells are cast in same place this liquid can drip out of the casters skin. It is the antithesis of Dead Iron and the two coming in contact nullify the effects of both materials.
[edit] Weapons and Armor
Arcane Amber as it is made from magic is very useful for making weapons and armor for mages. Any weapon built out of Arcane Amber can be used to deal touch spells during an attack with the weapon. Also if a soul is being bound into it via their Apparatus Binding feature the target creature takes a -2 penalty on the check to resist the Binding.
Any armor built from Arcane Amber has no arcane armor penalty as the amber conducts magic so well. Also if a soul is being bound into it via their Apparatus Binding feature the target creature takes a -2 penalty on the check to resist the Binding. Also a mage gains a +2 deflection bonus when wearing any armor made from Arcane Amber.
Any mage wielding an object gains a +1 bonus to caster level (This doesn't stack with other objects made from Arcane Amber).
[edit] Procedures
Arcane Amber can be implanted into a person to strengthen their connection to magic. There are three procedures, each of which require two hours of operation and three days of rest. These procedures cause the target to lose a point of Constitution permanently (This point can only be regained with a Wish, or Miracle spell). During the operation the DM must roll a D%.
- On a 5 or lower the operation fails and the target loses one point of Constitution but it is permanently lost as normal.
- On a 6 to 40 the operation fails and the target loses one Constitution point, which is regained after 36 hours of rest (This need not be consecutive).
- On a 41 to 94 the operation succeeds as normal.
- On a 95 to 99 the operation succeeds except the target doesn't lose a Constitution point.
- On a 100 the operation succeeds except the target gains an additional +1 bonus to caster level (This result can only affect a creature once, regardless of how many procedures have been done. If a 100 is rolled a second time, then it acts as though a 99 was rolled).
[edit] First Procedure
The first procedure requires a person with at least 5 ranks in the Heal and Knowledge (Arcana) skills. This operation reduces Arcane Spell Failure by 10%, and grants a +1 bonus to Caster Level if the spell has a somatic component. This implants Arcane Amber into the palm and wrist. This procedure costs 2,000 gp.
[edit] Second Procedure
The Second procedure requires a person with at least 10 ranks in the Heal and Knowledge (Arcana) skills. This operation reduces Arcane Spell Failure by 30% (This doesn't stack with the First Procedure), and grants a +1 bonus to Caster Level if the spell has a verbal component. This implants Arcane Amber into the chest. This procedure costs 8,000 gp.
This procedure cannot be done unless the recipient has already under gone the First Procedure.
[edit] Third Procedure
The Third procedure requires a person with at least 15 ranks in the Heal and Knowledge (Arcana) skills. This operation reduces Arcane Spell Failure by 50% (This doesn't stack with the First or Second Procedure), and grants a +1 bonus to Caster Level if the spell has an XP Cost. This implants Arcane Amber into the Skeletal Structure. This procedure costs 15,000 gp.
This procedure cannot be done unless the recipient has already under gone the Second Procedure.
Arcane Amber has 15 hit points per inch of thickness and hardness 15.
| Type of Arcane Amber Item | Item Cost Modifier |
|---|---|
| Ammunition | +120 gp |
| Light Armor | +10,000 gp |
| Medium Armor | +20,000 gp |
| Heavy Armor | +30,000 gp |
| Weapon | +6,000 gp |
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