Dead Iron (3.5e Material)

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[edit] Dead Iron

Dead Iron is an uncommon mineral which looks like steel, except that it is Azure in colouration and doesn't reflect moonlight. It is found mainly in the deserts of Sumra, and the plains of North Karma. Dead Iron has the strange trait of not only being resistant to energy but it also drains it from the surroundings. This causes it to be a very efficent tool against mages.

It is believed that ingestion of Dead Iron over several generations was what cause Plains Dragons to lack any Spellcasting Ability, while being amazingly skilled at resisting it.

[edit] Weapons and Armor

Dead Iron as it resists magic is very useful for making weapons and armor against mages. Weapons built out of Dead Iron are always Masterwork in quality. Also if used to attack a target who can cast arcane spells or has Spell-Like abilities the wielder gains +1 untyped bonus on the attack and damage roll, and forces the target to make a Will Check (DC 20), if the target fails they lose one spell slot from the highest level they can currently cast and can't cast a spell or use a Spell-Like ability during this or the next round.

Any armor built from Dead Iron is always masterwork and has 99% arcane armor penality as the Iron insulates magic perfectly, and Armor Bonus increases by +2. The wearer also gains 10 spell resistance, which doesn't stack with other forms of Spell Resistance.

[edit] Procedures

Dead Iron can be implanted into a person to weaken there contection to magic. There are three procedures, each of which require two hours of opperation and three days of rest. During the opperation the DM must roll a D%.

  • On a 10 or lower the opperation fails and the target loses one point of constitution, in addition to the point normally lost.
  • On a 11 to 40 the opperation fails and the target loses one constition point as normal.
  • On a 41 to 90 the opperation succeeds as normal.
  • On a 91 to 99 the opperation succeeds except the target doesn't lose a constition point.
  • On a 100 the opperation succeeds except the target gains 10 Spell Resistance, this Spell Resistance doesn't stack .

[edit] First Procedure

The first procedure requires a person with 10 ranks in Heal and Profession (Smithing). This procedure deals one point of constition damage on the recipient. The effect of this opperation is that the recipient is always counted as having a Arcane Spell Failure of 25%, this stacks with any Arcane Spell Failure granted by armor and the recipient's caster level is reduced by 1. This implants Dead Iron into the wrist. This procedure costs 10,000 gp.

[edit] Second Procedure

The second procedure requires a person with 15 ranks in Heal and Profession (Smithing). This procedure deals one point of constition damage on the recipient. The effect of this opperation is that the recipient is always counted as having a Arcane Spell Failure of 50%, this stacks with any Arcane Spell Failure granted by armor and the recipient's caster level is reduced by 1. This implants Dead Iron into the chest. This procedure costs 15,000 gp.

This procedure cannot be done unless the recipient has alreay under gone the first procedure.

[edit] Third Procedure

The thrid procedure requires a person with 20 ranks in Heal and Profession (Smithing). This procedure deals one point of constition damage on the recipient. The effect of this opperation is that the recipient is always counted as having a Arcane Spell Failure of 75%, this stacks with any Arcane Spell Failure granted by armor and the recipient's caster level is reduced by 1. This implants Dead Iron into the blood. This procedure costs 25,000 gp.

This procedure cannot be done unless the recipient has alreay under gone the second procedure.

Dead Iron has 15 hit points per inch of thickness and hardness 15.

Type of Dead Iron Item Item Cost Modifier
Ammunition +80 gp
Light Armor +5,000 gp
Medium Armor +10,000 gp
Heavy Armor +20,000 gp
Weapon +3,000 gp

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