TEXT: Treasures of The earTh I
  Relic Files
  andrew Marlowe
  svarduun - The 
  Black haMMer
  Based on the rules presented in The 
  Genius Guide to Relics of the Godlings I 
  & II the Relic Files brings new magic 
  items to your game table. Drawing 
  on historical myth and traditional 
  fantasy tropes, each Relic File PDF 
  presents a new relic suitable for use in 
  most fantasy campaigns.
  For suggestions on how to use relics 
  in your campaign you should consult 
  either volume of The Genius Guide to 
  Relics of the Godlings.
  Unlike many of the items that 
  appeared in two Relics of the Godlings 
  books and the Treasures of Camelot Relic 
  Files, Svarduun is not based on any 
  human myth. Instead, it is derived 
  from the collected legends and lore 
  of the dwarven peoples. Svarduun 
  represents the first entry in the Treasures of 
  the Earth series of Relic Files. This series will 
  explore the relics native to the subterranean 
  races and cultures.
  
  2
  The Black haMMer
  Grond ap Aardde was a Reclaimer. Highly skilled, 
  Grond prefered to work alone following hints and 
  half remembered legends to the stolen and lost 
  artifacts of dwarven heritage. One such rumor, 
  purchased at an unsettling price, led Grond to a 
  dockside warehouse in the provinces. Here, in a 
  frigid downpour he watched and waited. Word was 
  smugglers 
  were
  moving a trove 
  of cultural 
  treasures to 
  a wealthy 
  patron in 
  the Imperial 
  City. A 
  number 
  of these 
  treasures were 
  of interest to 
  the Reclaimers 
  including a 
  sculpture of 
  Grond’s own 
  great-grandfather, 
  Hurrin the 
  Blackshield.
  As the last of the workers left the building, 
  Grond sidled up to check the door. “Locked 
  of course,” he thought. While the door was 
  heavy, it was old and showed signs of water 
  damage under several thick coats of white 
  paint. The burly dwarf grinned, never one for 
  subtlety, Grond slid the blackened warhammer he 
  carried from the clasp on his belt. Svarduun had a 
  comfortable weight in his hand despite its tainted 
  history. Grond drew upon the magic in the hammer 
  to cast bull’s strength on himself before delivering 
  a loud, frame-splintering kick to the door.  
  Grond stepped through the still swinging door, 
  hammer in hand. Aware the smugglers would 
  likely have left guards, he expended a small 
  measure of the hammer’s power. Svarduun began 
  to glow from within as though it had just been 
  pulled hot from the forge.
  By the dim light of the warehouse’s lanterns 
  and the steady glow of his hammer, Grond moved 
  carefully through the tacks and shelves. At the 
  sound of shuffling feet, Grond pulled up short and 
  leaned against a stack of crates, his ears straining 
  to catch another hint of the sound.
  “Oy! You there!” exclaimed a gruff voice as a 
  large figure in a heavy leather breastplate and long 
  coat emerged from the gloom. 
  The half-orc guard clapped a 
  wicked looking club against 
  a beefy palm. “I’m gonna 
  beat you to a bloody 
  pulp, welp.”
  “Here we go again.” 
  Grond whispered to 
  himself as he rolled 
  his eyes and rushed 
  the guard. He tapped 
  into the power of the 
  hammer, 
  drawing 
  speed from the weapon 
  and landing a burning 
  blow against the guard’s 
  ribs, and a second speed-
  enhanced blow to the guard’s shoulder, 
  causing the larger foe to drop his club as 
  he sagged.
  Grond stepped back and smiled 
  fiercely, “I’m only here for one statue 
  longtooth. You don’t need to lose 
  your life trying to stop me.” The 
  reclaimer caught a glimpse of the 
  knotwork on the brass fittings on the 
  half-orc’s coat, “And those buttons! 
  Those bear the marks of the First 
  Smiths. They’re cultural icons! 
  Hand them over too.”
  “My buttons?”
  In answer, Grond brandished 
  Svarduun, revealing the crest of the 
  First Smiths etched on its side and 
  smiled wickedly, “Your buttons.”
  
  3
  A 
  fixture in dwarven stories for more than 
  a hundred generations, Svarduun is often 
  described as “black as the shadows in the 
  deepest of caverns” but according to legend, 
  the hammer wasn’t always black. Forged by 
  the First Smiths from the purest ore of the 
  elemental plane of earth, the hammer once 
  gleamed brighter than mithril, was heavier than 
  adamantium, and harder than diamond. But 
  like all the Great Forge Hammers, centuries of 
  toil in the soot of the forges stained them black.
  These mighty hammers were not forged for 
  war, but toil. With these magnificent tools, 
  the First Smiths wrought wonders and forged 
  many weapons legendary in their own right. 
  However Svarduun, darkest and most reknown 
  of the Great Forge Hammers, was ultimately 
  rejected by the First Smiths.
  Why Svarduun was rejected differs from story 
  to story. Some stories speak of a flaw in the 
  elemental ore, however most agree it happened 
  after Karctan the Oathbreaker alone defended 
  the forges from an invading dragon with the 
  only weapon to hand: Svarduun. The forge 
  hammer had tasted blood, and thus the eldest 
  of the First Smiths decreed it no longer suited 
  to service in the legendary First Forges. Both 
  Svarduun and Karctan were cast from the forges 
  to become the legends of countless battles.
  svarduun
  Aura: strong evocation; CL: as wielder’s level
  Slot: Held; Weight: 6lbs.
  Description
  Svarduun is a war hammer similar in design to 
  a smith’s hammer, although it can change haft 
  length based on the wielder’s preference (this 
  change does not affect handedness or size). 
  Forged entirely of an unusual black metal, the 
  head and shaft are wrought with ornate knot 
  work and ancient dwarven runes that identify 
  it as the work and property of the Smiths of the 
  First Forge. The weapon’s heft is surprising, 
  weighing far more than would be expected.
  Level 1: Svarduun is a masterwork warhammer 
  and is considered magic for the purposes of 
  penetrating DR, but does not grant a magic 
  enhancement bonus to attack and damage rolls. 
  (It does grant a +1 nonmagical enhancement 
  bonus to attack rolls as a masterwork weapon)
  Level 2: Svarduun functions as a magic staff with 
  the single spell mending, which takes 5 charges 
  to use. Whenever a spell is cast from Svarduun, 
  caster level is 8, or the wielder’s level, whichever 
  is higher.
  Level 3: Svarduun adds a +1 competence bonus 
  to the Craft: armor and Craft: weapons skills. 
  Svarduun must be wielded to gain these bonuses.
  Level 4: Mending now takes only 3 charges to 
  use.
  Level 5: Svarduun now has magic weapon which 
  takes 3 charges to use. 
  Level 6: Magic weapon now takes only 2 charges.
  Level 7: Mending becomes make whole. Magic 
  weapon now only takes 1 charge. Svarduun also 
  grants fire resistance 1. The weapon need not be 
  drawn to grant this benefit, but must be on the 
  user’s body. 
  Level 8: Make whole now takes only 2 charges to 
  use, and Svarduun grants its wielder 1 additional 
  1st-level spell preparation or spell slot per day. 
  Fire resistance increases to 3.
  Level 9: The additional spell preparation slot is 
  now for a 2nd-level spell.
  Level 10: The additional spell preparation or 
  spell slots are for one 1st- and one 2nd-level 
  spells and Svarduun is now a +1 warhammer.
  Level 11: Make whole now only takes 1 charge to 
  use. For 3 charges Svarduun begins to glow from 
  within with a searing red light as though it were 
  just pulled from a hot forge, effectively gaining 
  the flaming property for 5 rounds.
  Level 12: Svarduun now has the spell magic 
  vestment, which takes 2 charges to use. 
  Competence bonus to the Craft: armor, and 
  Craft: weapons skills increases to +4 and fire 
  resistance increases to +4.
  Level 13: Svarduun is now a +2 warhammer and 
  the cost to use the flaming property decreases to 
  2 charges.
  
  4
  Level 14: Svarduun’s magic vestment spell now 
  only takes one charge to use, the additional 
  spell preparation slots or spell slots are for two 
  2nd-level spells, and the fire resistance it grants 
  increases to 5.
  Level 15: Svarduun’s bearer may spend 2 charges 
  to grant the weapon the speed property for 1 
  round. Additionally, in the hands of a dwarf, 
  Svarduun is treated as though it were crafted 
  from adamantine.
  Level 16: Svarduun now has the spell greater 
  magic weapon, which takes one charge to use. 
  The additional spell preparation or spell slots 
  are now for one 3rd-level and one 2nd-level 
  spell and it is now a +3 warhammer.
  Level 17: Svarduun now has the spell aspect of 
  the forgelord (see below), which takes one charge 
  to use. And the competence bonus to the Craft: 
  armor, and Craft: weapons skills increases to +6.
  Level 18: Svarduun now has the spell banishment, 
  which takes one charge to use, and it grants a +2 
  enhancement bonus to Strength and Wisdom.
  Level 19: Sarduun now has the spell destruction, 
  which takes one charge to use.  The fire resistance 
  it grants increases to 15 and the cost to activate 
  the flaming and speed properties is reduced to 1 
  charge each.
  Level 20: The additional spell preparation or 
  spell slots are now for a 5th level and a 4th level 
  spell and Svarduun is a +4 warhammer.
  aspecT of The forgelord
  School transmutation; Level cleric 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/ level (D)
  Y
  our height immediately doubles, and your 
  weight increases by a factor of eight. This 
  increase changes your size category to the next 
  larger one. You gain a +4 size bonus to Strength 
  and Constitution, and take a –2 penalty to your 
  Dexterity. Additionally, while in this form 
  you radiate extreme heat in a five foot aura 
  that inflicts 1d6 points of fire damage, and are 
  immune to all non-magic forms of fire and 
  heat. At 15th level, your aura inflicts 2d6 points 
  of fire damage. Your size modifier for AC and 
  attacks changes as appropriate to your new size 
  category. This spell doesn’t change your speed. 
  Determine space and reach as appropriate to 
  your new size.
  If insufficient room is available for the desired 
  growth, you attain the maximum possible size 
  and may make a Strength check (using your 
  increased Strength) to burst any enclosures 
  in the process (see Additional Rules in the 
  Pathfinder Roleplaying Game Core Rulebook for 
  rules on breaking objects). If you fail, you are 
  constrained without harm by the materials 
  enclosing you—the spell cannot crush you by 
  increasing your size.
  All equipment you wear or carry is similarly 
  enlarged by the spell. Melee weapons deal 
  more damage. Other magical properties are not 
  affected by this spell. Any enlarged item that 
  leaves your possession (including a projectile or 
  thrown weapon) instantly returns to its normal 
  size. This means that thrown and projectile 
  weapons deal their normal damage. Magical 
  effects that increase size do not stack.
  specIal Thanks
  Before finishing this volume, I posted a 
  contest on social media to name the dwarf 
  who appeared in the introduction and in the 
  opening fiction. The responses I received 
  were all very good and inspiring so instead of 
  just selecting one winner I rewrote the entire 
  introduction to include two dwarves and 
  work in the very cool contributions of Andrew 
  Black, Shaughnn Lee-Capua, and Jim Mills. 
  Thanks guys! 
  
  go rogue!!
  Designer: 
  Andrew Marlowe
  Developer: 
  Lj Stephens
  Editor: 
  Rogue Genius Games
  Creative Director:
  Stan!
  Illustrations:
  Tobyart
  Graphic Design and Typesetting:
  Lj Stephens 
  Produced By:
  Rogue Genius Games
  Contents © Copyright Owen K.C. Stephens
  Used with Permission
  For more information about Rogue Genius Games and our upcoming products, follow us on 
   
  Facebook: www.facebook.com/RogueGeniusGames, via Twitter: Owen: @Owen_Stephens
   
  All logos are the trademark of Rogue Genius Games All rights reserved.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open 
  Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except 
  as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge 
  to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a. Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Demodad, Slime from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Liveingstone. 
  Hangman Tree from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Russell Cole. 
  Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene.
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Albie Fiore.
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim 
  Groves, Tim Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Relic Files: Treasures of the Earth: Svarduun. © 2016, Rogue Genius Games; Author: Andrew Marlowe
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and 
  are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Rogue Genius Games (RGG) company names and logos; the “Relic Files: Treasures of the Earth: Svarduun” name and logo; all artwork, backgrounds, and 
  logos; all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities 
  presented within this book are Open Game Content as described in Section 1(d) of the License.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Relic Files/Relic Files - Treasures of the Earth I - Svarduun.pdf