Special Materials


Dasl is a special kind of crystalline material created by kreen and often used to manufacture their weapons. Dasl is not a naturally occurring substance and can not be obtained anywhere but from the kreen, as dasl'’s production is a racial secret. It is a rare and mysterious crystal of a deep greenish blue with a slight purple sheen to it when the light strikes at just the right angle and can be sharpened to a nearly molecular edge, much as can obsidian, but has the strength and durability of steel at only half the weight. To the kreen, dasl has an almost religious significance, eliciting much respect and reverence. The crystal’s lattice structure is stable in small, three-pronged items like chatkcha and the heads of gythka or in short, dagger like objects; however, the structure is unstable if used for other constructions. A dasl breastplate, for example, if a kreen could be persuaded to make such a thing, would break into smaller pieces when struck. A dasl long sword would break the first time it was used, because the crystalline structure would not support the length of the weapon compared to its width.
Kreen also generally refuse to make any kind of weapons other than the three typically used by their own race.

Game Information
Dasl is not suitable for making many types of weapons, particularly those with long, narrow blades, nor any type of armor.
Dasl can be used for chatkcha, kyorkcha, and gythka; short, wide-bladed knives, such as most punching and throwing daggers; heads for arrows, spears, and similar items; and short spikes for such things as morning stars. Essentially, it can work for most piercing weapons and a very few slashing weapons.
Dasl has the same hardness and HP as steel (standard harness and HP) but weighs only half as much.
Dasl items cost 10 times as much as normal, so while a metal punching dagger costs 2gp a dasl punching dagger costs 20gp.
A kreen will not willingly destroy an object made from dasl, unless the life of a clutch mate is at risk.
When an item made from dasl is broken, the crystalline structure is disrupted, causing the dasl to rapidly decay over the next hour, leaving behind only sand. Casting mending or other repairing magics can restore the item and prevent the decay, but only when cast by a kreen or someone with extensive knowledge of the material.

A kreen can create his own dasl using special herbs, called zik-thok, gathered from the lake known as Se'dasl, sand, and his own venom and shape it into a weapon. Chewing zik-thok herb stimulates the poison glands in a kreen's mouth and chemically changes the excreted poison to form dasl when combined with clean sand. Chewing zik-thok in this manner prevents the kreen from using his poison bite for that day, regardless of the number he would otherwise be entitled to use. For each daily use of poison the kreen has, he may produce 1/2 pound of dasl. The amount of time it takes to craft a weapon requires a number of days equal to the weight of the item, regardless of the Craft check. For example, a gythka which normally weighs 25 pounds when made of steel weighs 12.5 pounds when made of dasl and takes a minimum of 25 days to craft. Zik-thok may not be purchased, as the kreen highly ritualize the creation of dasl. Locating suitable zik-thok requires a DC15 Survival check and may only be located around the lake Se'dasl.

Items made from fresh dasl may be crafted using Craft (scultping). Items made from hardened dasl may be crafted using Craft (gemcutting). Any kreen with the Ancestral Memory racial ability unlocks natural racial memories when trying to craft a racial item (eg. gythka, chatkcha, etc.) with dasl, receiving a +10 racial bonus to Craft checks. Kreen do not receive this bonus when crafting other items out of dasl nor do they receive the bonus when crafting racial items out of any other substance. If a kreen is providing his own dasl for crafting, the crafting cost is the same as for a normal item. It is not increased despite the market price being increased.

Dream Ore

Dream Ore
Dream ore is a strange material carved away from the foundation of chaotic planes and occasionally spread to the world below in a malevolent hailstorm. It's as heavy as metal and yet it floats on water. It is highly prized for its alchemical value and the ability to shunt reality aside when gathered in large quantities; dream ore acts as a manifest zone to the Solar Eternity. When combined with architecture or engineering, it allows for absurd constructions that defy all laws. The most immediately useful quality of dream ore is to empower the wild abilities of ur-mages and rods of wonder.
Sleeping near any quantity of dream ore will produce feverish dreams and nightmares such that one cannot actually recover during rest. Another property is that the larger the quantity gathered, the more it acts as a manifest zone to the Solar Eternity. Eventually, dreams and nightmares begin to take physical shape and something from the home plane might come through.

Purified dream ore will lead to the Philosopher's Stone. Plus, it's pretty.

Game Information
When used as a material component to ur-mage casting (one pound per spell level), it reduces the 20 you need to roll in order to and initiate wild magic effects down to 19 (caster level 1-5), 18 (caster level 6-10), 17 (caster level 11-15), or 16 (caster level 16-20). However, the DM gets to reroll the d% that determines the result a number of times up to the number by which the required result of 20 is reduced. So a 20th level ur-mage casting a ninth level spell with 9 pounds of dream ore will activate wild magic effects on a 16 or better; but the DM gets to reroll the d% up to 4 times for the most ironic or sinister result.

When using a rod of wonder within range of dream ore, two effects happen (roll twice).

Dream ore's 'range of effect' is generally a 5 foot per pound radius.
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