Polychrome
Urd

Urd

the Arcane Amplifier of the Stars

Urd

Urd is a rare and mysterious radioactive metal that originates from space, primarily arriving on the material plane in the form of meteorites. This extraterrestrial substance possesses unique properties that make it highly sought after by arcane practitioners and craftsmen alike.

Physical Characteristics

Urd is a lustrous, silvery metal with a faint, otherworldly glow. It is often found embedded in meteoritic rock, making its extraction a challenging endeavor. Smooth and cold to the touch, Urd feels unusually dense and heavy compared to other metals of similar size. Urd emits a subtle, shimmering aura that can be perceived by those attuned to magic. This radiation, while not immediately harmful, has peculiar effects on living beings who come into contact with it.

Arcane Properties

Urd is an exceptional conductor of magical energy, capable of channeling, amplifying, generating, and storing arcane power far beyond the capabilities of terrestrial metals. This makes it a favored material for crafting magical objects, such as wands, staves, and enchanted armor. When used in spellcasting implements, Urd can enhance the potency and effectiveness of spells, making them more powerful or extending their duration. Its ability to generate and store arcane energy also allows for the creation of self-sustaining magical devices and powerful arcane batteries.

Handling Urd

Despite its valuable properties, handling Urd comes with inherent risks. Prolonged exposure or direct contact with the metal can lead to a variety of strange and unpredictable effects on living beings. These effects are not typically harmful but can be highly disruptive, making caution essential for those who work with Urd.

Uses in Crafting

Artificers and enchanters prize Urd for its ability to enhance magical items. Items crafted with Urd are often more powerful, offering increased spell amplification, stable arcane energy conduction, and the ability to generate and store magical power. Wands, staves, and orbs made with Urd provide superior control over spellcasting, allowing for more precise and potent magical effects. Enchanted armor and weapons incorporating Urd can provide unique advantages in combat, such as increased protection against magical attacks or enhanced offensive capabilities.

Availability

Due to its extraterrestrial origin, Urd is extremely rare and highly valuable. Meteorites containing Urd are typically small and scattered, making them difficult to locate and recover. As a result, items crafted with Urd are often considered priceless relics, treasured by those fortunate enough to possess them.

Safety Precautions

When working with Urd, it is crucial to take safety precautions to mitigate its strange effects. Handling the metal with protective gear, limiting exposure time, and storing it in lead-lined containers can help reduce the risk of adverse reactions. Additionally, it is advisable to undergo regular magical cleansing rituals to counteract any lingering effects of Urd exposure.


So, You Took the Urd… (D100)

When you come into close contact with Urd, it can have strange, even dangerous, effects. If you are within 10 feet of Urd for more than 1 hour, you must roll on the following chart. If you continue to remain in proximity to Urd, you must roll on the chart again at every long rest.

Roll (D100) Effect
1 Hair glows faintly in the dark for 1d6 long rests. You have disadvantage on Stealth checks.
2 Skin temporarily turns blue for 1d4 long rests. You must drink an additional gallon of water each day or gain a level of exhaustion.
3 Voice echoes slightly when speaking for 1d8 long rests. You have disadvantage on Charisma (Deception) and Charisma (Persuasion) checks.
4 Develop a craving for raw vegetables for 1d4 long rests. You must eat raw vegetables in order to gain the benefits of a long rest.
5 Eyebrows and eyelashes fall out and regrow after 1 long rest. You have disadvantage on Wisdom (Perception) checks relying on sight.
6 Can understand animal speech for 1 long rest. Animals frequently approach you to talk, causing distraction (disadvantage on Wisdom checks).
7 Develop a slight magnetic field, attracting small metal objects for 1d6 long rests. You have disadvantage on Dexterity (Sleight of Hand) checks involving metal objects.
8 See brief, random visions of the past for 1d8 long rests. You cannot cast spells requiring concentration.
9 Hands glow with a soft, warm light for 1d4 long rests. You have disadvantage on Dexterity (Stealth) checks.
10 Randomly switch languages when speaking for 1d6 long rests. You must succeed on a DC 12 Intelligence check to speak your native language.
11 Temporary loss of sense of taste for 1d4 long rests. You have disadvantage on Constitution saving throws against poison.
12 Develop a faint, sweet scent for 1d8 long rests. You attract insects and bees, causing disadvantage on Wisdom (Perception) checks.
13 Shadows seem to move independently for 1d6 long rests. You have disadvantage on Wisdom (Insight) checks.
14 Small, harmless sparks fly from fingertips for 1d6 long rests. You have disadvantage on Dexterity (Sleight of Hand) checks involving delicate tasks.
15 Eyes change color every long rest for 1d4 long rests. You have disadvantage on Charisma (Persuasion) checks.
16 Can hear whispers of past conversations in a 10 ft radius for 1 long rest. You have disadvantage on Wisdom (Perception) checks.
17 Plants within 5 ft grow slightly faster for 1d4 long rests. You have disadvantage on Dexterity saving throws while near plants.
18 Randomly hums a catchy tune without realizing for 1d8 long rests. You have disadvantage on Dexterity (Stealth) checks.
19 Tiny, harmless illusions appear around the player for 1d6 long rests. You have disadvantage on Wisdom (Perception) checks.
20 Develop a fear of cats for 1d4 long rests. You must succeed on a DC 13 Wisdom saving throw to remain calm near cats.
21 Can breathe underwater for 1d4 long rests. You feel an overwhelming urge to be near water, causing disadvantage on Wisdom (Survival) checks when away from water.
22 Skin temporarily shimmers like scales for 1d6 long rests. You have disadvantage on Dexterity (Stealth) checks.
23 Can see invisible creatures for 1d6 long rests. You have disadvantage on Wisdom (Perception) checks due to sensory overload.
24 Temporarily forget own name for 1d4 long rests. You must succeed on a DC 12 Intelligence check to recall personal information.
25 Nails grow rapidly and then stop at twice their normal length. You have disadvantage on Dexterity checks involving fine manipulation.
26 Can communicate telepathically with others within 30 ft for 1d8 long rests. You must succeed on a DC 12 Intelligence check to control telepathic communication.
27 Objects feel hotter or colder than they are for 1d4 long rests. You have disadvantage on Dexterity checks involving holding objects.
28 Random body part (e.g., ear, finger) becomes invisible for 1d4 long rests. This can make it hard to use that part effectively, causing disadvantage on related checks.
29 Attracts small, harmless insects for 1d8 long rests. You must deal with constant minor annoyances, causing disadvantage on Wisdom (Perception) checks.
30 Can detect nearby sources of Urd for 1d4 long rests. You feel compelled to find and investigate them, causing disadvantage on Wisdom (Perception) checks when Urd is nearby.
31 Speak with a different accent for 1d6 long rests. You have disadvantage on Charisma (Deception) checks.
32 Temporarily immune to mild poisons for 1d8 long rests. You must consume something mildly poisonous to remain healthy, causing disadvantage on Constitution checks if not done.
33 Experience mild hallucinations (colors, shapes) for 1d4 long rests. You have disadvantage on Wisdom (Perception) checks.
34 Temporary night vision for 1d8 long rests. Bright light hurts your eyes, and you must avoid it, causing disadvantage on attack rolls and Wisdom (Perception) checks in bright light.
35 Develop a phobia of mirrors for 1d4 long rests. You must avoid mirrors or suffer panic attacks (disadvantage on Wisdom saving throws).
36 Can levitate objects weighing up to 1 lb for 1d6 long rests. You feel compelled to practice this ability regularly, causing disadvantage on Wisdom (Perception) checks when not levitating objects.
37 Random memory loss of the last hour. You must rely on others to fill in gaps, causing disadvantage on Intelligence (Investigation) checks.
38 Tongue turns bright green for 1d4 long rests. You must drink special herbal tea to soothe it, causing disadvantage on Constitution saving throws if not done.
39 Can speak with plants for 1 long rest. Plants frequently try to converse with you, distracting you (disadvantage on Wisdom checks).
40 Sense of direction becomes infallible for 1d6 long rests. You must travel to a new place each day to maintain this ability, causing disadvantage on Wisdom (Survival) checks if not done.
41 Hands become sticky like a gecko’s for 1d8 long rests. You must clean them frequently to avoid sticking to everything, causing disadvantage on Dexterity (Sleight of Hand) checks.
42 Sudden, uncontrollable laughter for 1d4 minutes. You must avoid serious situations or risk embarrassment (disadvantage on Charisma checks).
43 Hair grows rapidly and then stops after 1d4 long rests. You must cut it daily to keep it manageable, causing disadvantage on Dexterity (Sleight of Hand) checks if not done.
44 Skin becomes tough like leather for 1d6 long rests. You must apply special lotion to keep it flexible, causing disadvantage on Dexterity checks if not done.
45 Can see through solid objects (up to 1 ft) for 1d8 long rests. You must concentrate to avoid sensory overload, causing disadvantage on Wisdom (Perception) checks.
46 Develop mild claustrophobia for 1d4 long rests. You must avoid small spaces or suffer anxiety attacks (disadvantage on Wisdom saving throws).
47 Randomly teleported 10 feet in a random direction once. You must be prepared for unexpected movement, causing disadvantage on Dexterity saving throws.
48 Smell of roses lingers around the player for 1d4 long rests. You attract biting bugs and bees, causing disadvantage on Wisdom (Perception) checks.
49 Voice changes pitch unpredictably for 1d6 long rests. You must focus to maintain a consistent tone, causing disadvantage on Charisma (Persuasion) checks.
50 Player becomes invisible for 1d4 minutes once at random. You must announce your presence frequently to avoid surprises, causing disadvantage on Dexterity (Stealth) checks.
51 Ears become droopy like a hound for 1d4 long rests. You have advantage on Wisdom (Perception) checks involving hearing but disadvantage on Charisma (Deception) checks.
52 Can see in complete darkness for 1d6 long rests. You have disadvantage on Wisdom (Perception) checks in bright light.
53 Can breathe fire once for 1d6 long rests. You must consume spicy food daily to maintain this ability, causing disadvantage on Constitution checks if not done.
54 Skin turns bright red for 1d6 long rests. You have disadvantage on Charisma (Persuasion) checks.
55 Can speak with ghosts for 1d4 long rests. You are frequently interrupted by ghostly conversations, causing disadvantage on Wisdom checks.
56 Hair stands on end for 1d6 long rests. You have disadvantage on Charisma (Deception) checks.
57 Can walk on walls for 1d4 long rests. You feel compelled to use this ability, causing disadvantage on Wisdom (Perception) checks when not climbing.
58 Hands turn into claws for 1d6 long rests. You have disadvantage on Dexterity checks involving fine manipulation.
59 Feet become webbed for 1d4 long rests. You have advantage on swimming checks but disadvantage on Dexterity (Stealth) checks on land.
60 Voice becomes incredibly loud for 1d6 long rests. You have disadvantage on Charisma (Deception) checks.
61 Can speak in a booming voice for 1d4 long rests. You have disadvantage on Dexterity (Stealth) checks.
62 Skin becomes covered in tiny scales for 1d6 long rests. You have resistance to cold damage but disadvantage on Charisma (Persuasion) checks.
63 Eyes become cat-like for 1d6 long rests. You have advantage on Wisdom (Perception) checks in dim light but disadvantage in bright light.
64 Hair changes color with your mood for 1d4 long rests. You have disadvantage on Charisma (Deception) checks.
65 Can communicate with insects for 1d6 long rests. You are frequently distracted by insect chatter, causing disadvantage on Wisdom checks.
66 Skin becomes translucent for 1d4 long rests. You have disadvantage on Charisma (Deception) checks.
67 Can speak in a whisper that can be heard up to 300 feet away for 1d6 long rests. You have disadvantage on Dexterity (Stealth) checks.
68 Develop a craving for metal for 1d6 long rests. You must consume small amounts of metal daily, causing disadvantage on Constitution checks if not done.
69 Tongue becomes forked like a snake for 1d4 long rests. You have disadvantage on Charisma (Persuasion) checks.
70 Can move through solid objects up to 1 ft thick for 1d6 long rests. You feel compelled to use this ability, causing disadvantage on Wisdom (Perception) checks if not done.
71 Can communicate with plants for 1d4 long rests. You are frequently distracted by plant conversations, causing disadvantage on Wisdom checks.
72 Skin becomes incredibly tough for 1d6 long rests. You have resistance to bludgeoning damage but disadvantage on Dexterity checks.
73 Voice becomes incredibly soothing for 1d4 long rests. You have advantage on Charisma (Persuasion) checks but disadvantage on Charisma (Intimidation) checks.
74 Can speak with a ghostly echo for 1d6 long rests. You have disadvantage on Charisma (Deception) checks.
75 Skin becomes covered in fur for 1d4 long rests. You have resistance to cold damage but disadvantage on Charisma (Persuasion) checks.
76 Can see through illusions for 1d6 long rests. You have disadvantage on Wisdom (Perception) checks when not focusing on illusions.
77 Can communicate with animals for 1d4 long rests. Animals frequently approach you to talk, causing distraction (disadvantage on Wisdom checks).
78 Skin turns bright green for 1d6 long rests. You have disadvantage on Charisma (Persuasion) checks.
79 Can speak in a sing-song voice for 1d4 long rests. You have disadvantage on Dexterity (Stealth) checks.
80 Hair grows into feathers for 1d6 long rests. You have advantage on Wisdom (Perception) checks involving sight but disadvantage on Charisma (Persuasion) checks.
81 Can communicate with water for 1d4 long rests. You are frequently distracted by water conversations, causing disadvantage on Wisdom checks.
82 Skin becomes covered in tiny, harmless tentacles for 1d6 long rests. You have disadvantage on Charisma (Deception) checks.
83 Can speak in a deep, rumbling voice for 1d4 long rests. You have disadvantage on Dexterity (Stealth) checks.
84 Skin turns bright purple for 1d6 long rests. You have disadvantage on Charisma (Persuasion) checks.
85 Can communicate with fire for 1d4 long rests. You are frequently distracted by fire conversations, causing disadvantage on Wisdom checks.
86 Hair turns into flames for 1d6 long rests. You have resistance to fire damage but disadvantage on Dexterity (Stealth) checks.
87 Can speak in a high-pitched voice for 1d4 long rests. You have disadvantage on Charisma (Deception) checks.
88 Skin becomes covered in tiny crystals for 1d6 long rests. You have disadvantage on Charisma (Persuasion) checks.
89 Can communicate with air for 1d4 long rests. You are frequently distracted by air conversations, causing disadvantage on Wisdom checks.
90 Skin turns bright orange for 1d6 long rests. You have disadvantage on Charisma (Persuasion) checks.
91 Can speak in a growling voice for 1d4 long rests. You have disadvantage on Dexterity (Stealth) checks.
92 Hair turns into water for 1d6 long rests. You have resistance to cold damage but disadvantage on Dexterity (Stealth) checks.
93 Can communicate with stone for 1d4 long rests. You are frequently distracted by stone conversations, causing disadvantage on Wisdom checks.
94 Skin becomes incredibly smooth for 1d6 long rests. You have disadvantage on Charisma (Deception) checks.
95 Can speak in a musical tone for 1d4 long rests. You have disadvantage on Dexterity (Stealth) checks.
96 Skin turns bright yellow for 1d6 long rests. You have disadvantage on Charisma (Persuasion) checks.
97 Can communicate with metal for 1d4 long rests. You are frequently distracted by metal conversations, causing disadvantage on Wisdom checks.
98 Hair turns into leaves for 1d6 long rests. You have resistance to cold damage but disadvantage on Charisma (Persuasion) checks.
99 Can speak in a whisper that can be heard up to 100 feet away for 1d4 long rests. You have disadvantage on Dexterity (Stealth) checks.
100 Skin turns bright white for 1d6 long rests. You have disadvantage on Charisma (Persuasion) checks.