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Kalarol Medtech

The Kalarol Medical Fast Delivery Technology, dubbed Medtech, was conceived by the Haversworth Trading Company 10 years ago as an easy-to-deliver alternative to traditional health potions. More compact and lighter weight than traditional potions, the Medtech delivery system can be readily used in combat to intravenously supply healing to the recipient.   However, soon after its release black market suppliers realized that the healing enchantments could be replaced with other magic, leading to ever more potent magic being enchanted into Medtech devices. This innovation led to non-magic users channeling enchantments to cast fire balls, clouds of poisonous gas and a host of other spells both defensive and offensive. While the original healing enchantments, the modified Medtech syringes pose the risk of premature exhaustion due to imperfect interaction with the Kalarol in users. Such channeling has proven fatal in repeated or high-level uses, as the strain of exerting such magical power can cause clothing and internal bleeding.   Incorrectly prepared or used syringes can also confer a condition nicknamed bloodcharring, which causes the blood to turn black. The condition can significantly reduce a user's health and magical ability until removed.   In response to the demand to alternative formulations, the Haversworth Trading Company has released officially specified versions of various spells. Despite this official treatment, the technology has the same risks for non-healing magic. Users are cautioned to apply the products at their own risk.   Generically, the syringes are about 10 cm in length, constructed from a steel frame encasing an internal glass casing which contains the material to be injected. Frequent customers have the option of a reusable frame which accommodates switching vials and needles on the fly.  

Kalarol Medtech Syringe

Scroll Varies Common

Each syringe contains Kalarol, enchanted with a magical spell. When injected, the spell from the syringe is cast, (using DC and attack bonus according to "spell scrolls") as though the you are the caster, requiring none of the usual verbal, somatic, or material components, and unable to be counterspelled. The spell contained can be identified by using the identify spell.   If the spell being cast is a cure wounds spell of 3rd level or lower, the spell is cast without difficulty, and no further checks are required.   If a different spell is used, the spell is cast but at a potentially great cost to you.   If the spell is a spell on your class' spell list, you may make a check using your spellcasting ability to avoid negative effects. Regardless of whether you know the spell or not, the DC for this check is DC 13+spellcasting level. If successful, you avoid the potential health effects of using the spell.   If you fail the spellcasting check or the spell is not normally on your class' spell list, make a constitution saving throw of DC 15+spell level. On a success, you gain 1 level of exhaustion plus one third of the spell's level, rounded down. On a failure, you gain (2 plus the spell's level) levels of exhaustion. These levels of exhaustion are applied at a rate of one level each six seconds until the user dies or the exhaustion levels are all applied.

Cost: Half the cost of the corresponding spell scroll


 

Spell LevelRaritySpell DCAttack Bonus
CantripCommon13+5
1stCommon13+5
2ndUncommon13+5
3rdCommon15+7
4thRare15+7
5thRare17+9
6thVery Rare17+9
7thVery Rare18+10
8thVery Rare18+10
9thLegendary19+11
Parent Technologies
Inventor(s)
Haversworth Trading Company

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