# Intro
Iridescent crystals of vast magical potential are found throughout Drakkenheim. Known as [[delerium]], these lambent stones emanate unnatural energies that induce madness and monstrous transformations.
%%Despite these dangers, [[delerium]] is ideally suited to crafting magic items and fuelling mighty new spells. Sorcerers, warlocks, wizards, and all manner of occult magicians crave its supernatural power, thus
%%delerium commands a high price within arcane circles and underground markets alike. Many prospectors risk everything to collect a few fragments, but the true origins of the strange mineral remain unknown.
%%The rival factions stand divided over whether the crystals should be destroyed, harnessed, or worshipped, and their simmering disagreements threaten outright war.
%%
# Details
[[Delerium]] is a magical mineral left behind by [[the meteor]]. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
| Size | Market Value | Weight | AC | HP | Extraction |
| --- | --- | --- | --- | --- | --- |
|**Chip** | 10gp | 1/4lbs | 15 | 5 | 1 action |
| **Fragment** | 100gp | 1/2lbs | 17 | 10 | 1 minute |
| **Shard** | 500gp | 1 lbs | 19 | 15 | 5 minutes |
| **Crystal** | 1,000gp | 2 lbs | 21 | 20 | 30 minutes |
| **Geode** | 5,000gp | 20 lbs+ | 23 | 25 | 1 hour |
| **Massive Cluster** | Priceless | 8,000 lbs+ | 25 | 50 | 7 days |
^Excavation
%%
## Delerium Properties
All [[delerium]] samples have the following traits regardless of size:
- Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Resistant to acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
- Vulnerable to bludgeoning damage from magical weapons.
- Unless contained within an [[antimagic field]], [[delerium]] shatters and crumbles into worthless ash when reduced to zero hit points. However, [[delerium]] geodes release a random [[#arcane anomaly]] when destroyed.
[[Delerium#Arcane Anomalies|Arcane Anomaly Table]]: `dice: [[Delerium#^ArcaneAnomalies]]`
%%
### Delerium Hazards
When a humanoid creature touches [[delerium]] without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level of [[contamination]].
![[Mutations.png|300]]
### Derlerium Harvesting
[[Delerium]] found in Drakkenheim is usually fused into the ground or stone buildings, and may be carefully extracted using handheld mining equipment such as shovels, picks, hammers, and chisels. Consult the table to determine how long it takes characters to harvest a shard. Lacking proper equipment, extraction takes ten times as long. Massive clusters are impossible to extract without heavy equipment or powerful magic.
## Uses for Delerium
[[Delerium]] has vast arcane potential. Beyond trade, crystals are used for several purposes:
- **Spell Component** [[Delerium]] may be used as an arcane focus or material component for any spell on the sorcerer, warlock, or wizard spell list. When [[casting a spell]] which requires a costly material component, a spellcaster may instead use [[delerium]] of equivalent value to the required cost.
- **Magic Items** [[Delerium]] is an exceptional material for creating magical items of all kinds. Several new magic items are described herein, but any existing magic item described in the Core Rules could be made with [[delerium]]. Fragments, shards, crystals, and geodes may be used to make uncommon, rare, very rare, and legendary items respectively. At the GM’s discretion, characters who can cast 5th level spells or higher may learn techniques to craft magic items of their own during their downtime.
- **Stable Delerium** The process for crafting magic items with [[delerium]] renders the crystals stable. Unless otherwise specified, characters do not take damage nor risk [[contamination]] when they touch or handle stable [[delerium]]. Stable [[delerium]] is damaged and destroyed in the same manner as a normal magic item of its kind.
- **Delerium Dust** [[Delerium]] dust is made by grinding the crystals against one another to create a fine powder. This miling process is extraordinarily hazardous unless performed wihtin an [[antimagic field]]. [[Delerium]] dust can be used in alchemy, as a spell compoinent, a reagent for brewing potions, or mixed into inks for spell scrolls.
- **Improvised Weapons and Ammunition** [[Delerium]] fragments may be used as ammunition for a sling or fashioned into a makeshift club. Such weapons and ammuniition deal an extra 1d6 necrotic damage, and non-contaminated creatures sruck must succed on a dDC 10 Constitution saving throw or gain ne levle of [[Contamination]]. [[Delerium]] used as ammunition in this way is destroyed.
## Arcane Anomalies
| (1d20) | Result |
| ------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | %%Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.%% |
| 2 | %%The nearest creature is affected by a *[[hideous laughter]]* spell (Save DC 15) but instead of laughing, the creature repeats unfathomable combinations of syllables and words.%% |
| 3 | Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are [[stunned]] for 1 round (No save). |
| 4 | %%The nearest creature becomes unstuck in time. It is affected by the *[[blink]]* spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future. %% |
| 5 | %%A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 8d6 radiant damage and become [[Blinded]] for 1 round. The smell of ozone fills the area, and wood transforms into glass.%% |
| 6 | %%Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a faint vision of the creature being killed by that attack appears.%% |
| 7 | %%Discordant music fills the mind of all creatures within 30 feet, who are affected as if by *irrestistible dance* (Save DC 15).%% |
| 8 | %%A section of stone, water, air, or energy becomes an appropriate [[Contaminated Elementals]]. %% |
| 9 | %%An extraplanar creature is summoned and remains for 1 hour. the DM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.%% |
| 10 | %%All humanoid corpses within 120 feet animate as hostile [[Haze Hulk]]s. The shrieking undead beg frantically for forgiveness as they rip apart the living.%% |
| 11 | %%The shadows of 1d6 random creatures in the area animate and try to kill them. Once destroyed, the creatures don't casta shadow for 24 hours. %% |
| 12 | %%All creatures within 60 feet become [[invisible]] for 1 minute or until they attack or cast a spell.%% |
| 13 | %%Tendrils of life flow from the nearest creature to others. It msut succeed on a DC 15 Constitituion saving throw or take 8d8 necrotic damge, half on a success. the three nearest creatures within 60 feet each regain hit points equal to the damage taken.%% |
| 14 | %% A *[[hypnotic pattern]]* (save DC 15) appears. It creates scintiliating impoosible colours in shapes which are simply wrong. Creatures [[incapacitated]] by the spell weep uncontrollably. %% |
| 15 | %%A *[[Black tentacles]]* spell appears in the area for 1 hour (Escape DC 15). %% |
| 16 | %%Objects within 60 feet come to life for the next hour, as if affected by the *[[animate objects]]* spell. They mumble awful truths, but are not othewise hostile. %% |
| 17 | %% The nearest creature is polymorphed into an awakened shrub for 1 hour or until reduced to 0 hp (No save).%% |
| 18 | %%Time slows down for up to six randomly determined creatures within 120 feet of the anomaly. They are affected by the *[[slow]]* spell for 1 minute (Save DC 15). %% |
| 19 | %%Time speeds up for one randomly determined creature within 60 feet of the anomaly. They are affected by the *[[haste]]* spell for 1 minute. %% |
| 20 | %%A bowl of flowers and a very surprised aquaticmammal appear 100 feet in the air. "Oh no, not again..." thinks the flowers. %% |
^ArcaneAnomalies
%%
## Origins of the Meteor
“Magic attracts more magic. Under extraordinarily rare circumstances, magical energies crystallize into delerium. The stones slowly draw more raw magic into the world from distant planes, possible realities, and alternate dimensions. The rate is exponential. Considerably more leakage occurs around vast quantities of delerium. These chaotic energies are inherently destabilizing. Unfocused magic conjures up paradoxical improbabilities at random, leaving behind lingering eldritch [[contamination]]. Uncontained, these magical forces manifest as [[the Haze]]. More delerium forms within, and so the process accelerates.”
– Archwizard Ryan Greymere
The meteor left behind vast deposits of [[delerium]], enough to manifest an erratic magical field called [[the Haze]]. New delerium deposits gradually emerge within [[the Haze]], which causes the affected region to expand slowly over time. Left unchecked, [[the Haze]] can overtake an entire world within a few centuries, leaving behind a chaotic landscape of churning madness and wild magic. The infected world cataclysmically shatters when more destructive magic inevitably erupts, sending a hail of [[delerium]]-filled comets throughout the cosmos. After hurtling through the Astral Void for eons, some collide with new worlds where the process begins again. Countless worlds have met this fate, the rest are wholly ignorant of the doom that might one day descend upon them.
If nothing is done to stop the spread, [[the Haze]] will fully engulf [[Westemär]] in roughly one hundred and fifty years. Once this happens, little hope for reversal remains, and the dread mists will envelop the world two centuries thereafter. Civilization and society collapse into a monster-filled wasteland that catastrophically ruptures about one thousand years later.
None know the complete truth about [[the Haze]] at the outset of the campaign, and little knowledge is revealed via divination magic save mad whispers. Throughout the adventure, player characters may find clues about [[delerium]] from which they may develop their own theories and speculations regarding the origins of the meteor. They can learn much by exploring deep into the ruins, especially locations such as the [[Inscrutable Tower]], [[the crater]], and [[City Locations/Castle Drakken]]. Faction leaders and malfeasant wizards might also offer their research and insights to help players along the way.
%%