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    Kargin Notes - Metals and Special Materials

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    • halfgiantH
      halfgiant PC
      last edited by

      LEAF ARMOR
      This material can only be used to modify nonmetallic armors – padded, leather, studded leather, and hide.
      Originally developed by elves, leaf armor can found in any race or culture that lives primarily in a forested and
      metal-poor environment. Artisans make leaf armor by weaving forest leaves together and then treating them with a
      special alchemical process. This results in a suit of armor that is as tough and flexible as leather, with considerably
      less encumbrance. This results in a bonus to the armor’s maximum dexterity bonus and a reduction in both armor
      check penalty and arcane spell failure. Leaf armor is available in both “springtime” (vivid green) and “autumn”
      (red, orange, and yellow) styles. This camouflage pattern grants a wearer of leaf armor a +2 bonus to hide checks in
      natural surroundings.

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      • halfgiantH
        halfgiant PC
        last edited by

        IRONBARK ARMOR
        What leaf armor is to nonmetallic armors, ironbark armor is to the metallic ones. Where normal armor uses metal
        and leather, ironbark uses wood and leaf. The wood comes from the ironwood tree, and is then subjected to an
        alchemical process similar to that used in leaf armor. The results are similar; a lighter weight and less restrictive suit
        of armor. Ironbark armors gain the same bonus as leaf armors. The appearance of ironbark armor can vary, as the
        wood can be treated to have any color or finish, but is quite often done in natural colors to provide a +2 bonus to
        hide checks in natural surroundings. One a

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        • halfgiantH
          halfgiant PC
          last edited by halfgiant

          MANARIUM

          [TBD]

          [Origin: Dwarfverse]

          dwarfD 1 Reply Last reply Reply Quote 0
          • halfgiantH
            halfgiant PC
            last edited by halfgiant

            ULTRANIUM

            [TBD]

            [Origin: Dwarfverse]

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            • halfgiantH
              halfgiant PC
              last edited by halfgiant

              BLACK ADAMANTIUM

              [TBD]

              [Origin: Dwarfverse]

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              • dwarfD
                dwarf PC @halfgiant
                last edited by

                @halfgiant said in Kargin Notes - Metals and Special Materials:

                MANARIUM

                [TBD]

                [Origin: CloudVerse]

                thats dwarfverse too - cloudverse is Manacite 😉

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  MANACITE

                  [TBD]

                  [Origin: CloudVerse]

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                  • halfgiantH
                    halfgiant PC
                    last edited by halfgiant

                    Armor

                    Adamantine: grants damage reduction based on armor category. DMG
                    Arandur: grants sonic resistance. MoF
                    Astral Driftmetal: effective against incorporeal attacks as if made of force, only a breastplate, shield, or heavy armor can be made from this material. PH
                    Aurorum: restores itself if sundered. BoED
                    Blended Quartz: reduces ASF. A&EG
                    Blueice: reduces armor category, ACP, and ASF (for cold spells) and increases MDB. FB
                    Bronze: 1 less AC bonus compared to normal steel armors. Dragon Magazine 319 p 40
                    Bronzewood reduces weight, doesn’t affect hide in woodlands. A&EG
                    Camoflauge Dye: grants a hide bonus (only with specific light armors). RoF
                    Chitin: replaces metal, increases MDB. RotD
                    Copper, Alchemical: grants cold resistance. MoF
                    Cyrite (Arcane Steel): grants a +1 resistance bonus to saves. PGtE
                    Darkleaf, Elven: reduces ASF, ACP, armor category and increases MDB. A&EG
                    Darksteel: grants acid resistance. MoF
                    Darkwood (Zalantar): reduces weight and ACP (shields only). DMG
                    Dlarun: grants fire resistance. MoF
                    Dragoncraft Armor/Shield: grants energy resistance 5 against the respective dragon as an extraordinary ability. Reduces armor category and ACP, only available for certain armor types. Draco
                    Dragonhide: replaces metal to craft most armors. Immune to the breath weapon of the respective dragon species (armor only). DMG/Draco
                    Dragonhide Mantle: grants energy resistance as dragoncraft armor, but uses the shoulder body slot. Draco
                    Duskwood: breastplate only; reduces armor category, ASF and ACP, increases MDB. MoF
                    Elukian Clay: increases ACP, does not apply ACP to swim. A&EG
                    Entropium: increases armor category and Str ACP, reduces Dex ACP, ASF and increase MDB. A&EG
                    Fever Iron: grants fire resistance. MoF
                    Flametouched Iron: grants a saving throw bonus vs. evil outsider spells, SL and supernatural abilities. ECS
                    Fluid Stone - Dragon Magazine 347 pg 51 - Armor grants a +2 on swim checks(other wise treated as steel), looks like glass but hardness of 10 and 5 hps per inch, evaporates immediatly if taken from the water
                    Glassteel: reduces armor category, ACP and ASF, increases MDB, stronger and lighter than iron. RoF pg 158, updated (nerfed) in Champions of Valor on pg 65
                    Gold, Alchemical: grants fire and acid resistance, increases armor category, ACP and ASF, decreases MDB. MoF
                    Hizagkuur: deals bonus electricity damage. MoF updated on page 157 of Underdark adds bonus fire and electricity damage, considered silver and cold resistance for armors
                    Kaorti: protects the wearer from the effects of the Material Plane The Kaorti Ubercyst see also FF Pg 110
                    Leafweave, Elven: reduces ASF and ACP, increases MDB, cannot replace metal armors. A&EG
                    Living Metal: reduces ACP and ASF, increases MDB. MoF
                    Mindsteel: +4 vs mind influencing effects. +25% weight -2 ac, +1 armor check penalty. Dragon Magazine Annual 5
                    Mithral: reduces armor category, ACP and ASF, raises MDB. DMG
                    Mournlode, Purple: resistance bonus vs. the spells, SL and supernatural abilities of undead. MoE
                    Platinum, Alchemical: grants cold and sonic resistance, increases armor category, ACP and ASF, decreases MDB. MoF
                    Oerthblood: must be primarily metallic, grants DR and a luck bonus to saves vs magic, Dragon Magazine 351 pg 45
                    Riverine: half the armor bonus becomes deflection (see misc. for more properties). SW
                    Sentira: replicates mithral, required to craft emotional armor (emotional armor has some pretty decent bonuses. All three are published in the same book: Calming, Dreadful, and Vengeful). SoS
                    Shadowsilk: can only be used to make certain light armors, grants a bonus to hide/move silently, increases MDB, reduces ACP and ASF (in shadows/darkness). ToM
                    Starmetal: replicates adamantine. CAr
                    Susalian Chainweave: grants damage reduction /piercing. CM
                    Thistledown: used for padded armor, provides a bonus to hide checks in shadowy/dark areas. RotW
                    Urdrukar(mindsteel): increases the DC vs. scrying on the wearer, doubles ASF. A&EG
                    Wildwood: reduces the AC bonus, ACP and ASF, increases MDB and has no ACP when used to hide in undergrowth. Wildwood heals itself if soaked in water or while in sunlight. RotW
                    Ysgardian Heartwire: increases AC vs. crit comfirms. A&EG

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                    • halfgiantH
                      halfgiant PC
                      last edited by halfgiant

                      Misc

                      Blueice: weighs half as much as metal, maintains a freezing temperature. FB
                      Bluewood: items weigh half, not effective for weapons. UE
                      Cinnabryl: 20 hps per inch, hardness of 8, used to make special talismans. Dragon 315
                      Colored Metal: makes anything your favorite color. RotD
                      Crystal: replaces metal. EXH
                      Darkwood (Zalantar): reduces the weight of wooden items by half. DMG
                      Densewood: increases weight and the break DC of the item. ECS
                      Dragonshard: grants special abilities, usually crafted to make wondrous items. ECS
                      Dwarvencraft: increases an items hp, hardness, and break DC (this modifies a material, similar to a template). RoS
                      Flametouched Iron: increases your effective level for turning. ECS
                      Fyrite - Dragon Magazine 347 pg 48-9 - metal objects (including armor and weapons) are immune to all fire and heat, but take double damage from cold sources.
                      Livewood: allows the item to be affected by most spells that affect living plants. ECS
                      Mithral: reduces the weight of an item by half. DMG
                      Moonblood: sacred bonus to AC. BoED
                      Mournlode, Purple: damages undead when used as a holy symbol for turning. MoE
                      Obdurium: Hardness 30, HP 60 per inch. SBG
                      Pure Ore - Dragon Magazine 347 pg 47 - adds masterwork quality , double the hit points and double the hardness to metal objects
                      Red Steel: costs less to enchant items 30 hps per inch, hardness of 15. Dragon 315
                      Riverine: invulnerable to physical damage, susceptible to certain dispelling effects. SW
                      Soarwood: increases the speed of a boat or ship. ECS
                      Storm Tears: replicates the spell heart’s ease. BoED
                      Targath: saving throw bonus vs. disease. ECS
                      Vermeil: a red powder that causes The Red Curse and obscures magical auras. Dragon 315


                      Blood Glass (Secrets of Xen’drik p. 147). Weapons deal +1 damage and are -10% weight, but are much more fragile: lower hardness and vulnerable to shatter.

                      Chameleon Leather (Serpent Kingdoms p. 148). Similar to leather, but grants a +2 circumstance bonus to Hide checks.

                      Chitine Web (FR Underdark p. 66). Similar to leather scale, but made out of spider-slobber. Decays unless you periodically add more spider-slobber.

                      Coral (A&EG p. 15). Roughly equivalent to splint or banded mail, but cheaper than stone plate.

                      Dendritic Crystal (A&EG p. 15/Races of Faerun p. 157). Crystal armor that grows on you… literally. In fact, the only way to take it off is to break out of it. Keep at least 5 pounds of it on you, and it grows back in 8 hours.

                      Dhenuka Hide (Oriental Adventures p. 75). Made out of rhino skin. Better AC than hide armor (comparable to scale mail), but MaxDex and ACP are worse.

                      Dreamhide (Secrets of Xen’drik p. 136). Made from the skin of dream serpents. Comparable to a chain shirt but has better MaxDex.

                      Dwarven Stone (A&EG p. 17). Similar to heavy plate, but better ACP.

                      Feather Cloak (Sandstorm p. 99). Similar to leather, but better in a hot environment.

                      Firebrass (Secrets of Xen’drik p. 147). Same properties as mithral but looks way more badass.

                      Mammoth Leather (Races of Stone p. 157). This would be much more badass than a chain shirt if it wasn’t Exotic.

                      Mud (Races of Faerun p. 158). Its… uh… really cheap? We tried to optimize it in this thread.

                      Nightscale (FR Underdark p. 66). Same armor bonus as leather but with a MaxDex bonus on steroids.

                      Scorpion Breastplate (Races of Eberron p. 171/Secrets of Xen’drik p. 136). Another member of the “chitin” family, this one comparable to scale mail.

                      Siege Beetle Chitin (MMV p. 153). Most obscure member of the “chitin” family, similar to scale mail but has better MaxDex, ACP, and weight. Even better, non-magical resistance to electricity/sonic 5.

                      Serpentscale Mail (Serpent Kingdoms p. 148). Slightly better (higher MaxDex) than typical scale mail.

                      Shapesand (Sandstorm p. 102). You can use several jugs of this to shape heavy plate or mechanus gear.

                      Sharkskin (Races of Faerun p. 158/Stormwrack p. 106). More badass version of studded leather.

                      Spidersilk (FR Underdark p. 66). One of the best replacements for studded leather. It’s exotic, but if you make it masterwork, the ACP is 0, and thus no penalty for non-proficiency.

                      Stonemail (FR Underdark p. 66). Similar to chainmail but requires Heavy Armor Proficiency, even though it weighs less than chainmail.

                      Stone Plate (Races of Stone p. 158). Roughly equivalent to banded mail… but still weighs less than chainmail. WTF?

                      Tentacled Hide (FR Underdark p. 67). What… I don’t even… how would you not trip over… uh… skip this one.

                      Thaalud Stone Armor (Anauroch: The Empire of Shade p. 108). Highest armor bonus in print (+12). Made out of a rare stone that is resistant to chips/fractures, and held together with metal rivets, although the description doesn’t say what kind of metal.

                      Thunderhide (Serpent Kingdoms p. 148). If only this armor was as good as its name… but not as good as leather scale or sharkskin.

                      Vine (Secrets of Xen’drik p. 136). Similar to chameleon leather, grants a +2 circumstance bonus to hide, but only in a jungle environment, and you need to water it or it withers away.

                      War Chitin (Secrets of Xen’drik p. 136). Heavier upgrade to the scorpion breastplate, same armor bonus as dragonhide/chitin half-plate but better MaxDex and ACP.

                      Wicker (A&EG p. 17). A more expensive version of mud, but gives you a +5 circumstance bonus on Hide checks while inside a Pier One Imports store.

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                      • halfgiantH
                        halfgiant PC
                        last edited by

                        Weapons

                        Abyssal Bloodiron: replicates cold iron, bonus to confirm crits. PH
                        Adamantine: bypasses /adamantine damage reduction, ignores hardness 20 and below when used to sunder items. DMG
                        Aurorum: restores itself if sundered. BoED
                        Baatorian Green Steel: enhancement bonus to damage. A&EG
                        Blueice: Slashing weapons deal bonus damage. FB
                        Blood Obsidian: +1 natural enhancement bonus on damage, hardness 12 and 30 hp per inch of thickness. Dragon Magazine 319 p 39
                        Bone: -2 attack and damage (minimum damage 1) hardness of 6 10 hps per inch, and weighs half as much Dragon Magazine 319 p 39
                        Bronze: -1 attack and damage, hardness of 9 and 20 hp per inch. Dragon Magazine 319 p 40
                        Bronzewood: reduces weight. A&EG
                        Byeshk: deals bonus damage with bludgeoning weapons, bypasses the damage reduction of daelkyr. ECS
                        Calomal: overcomes the damage reduction of creatures with the fire subtype. MoE
                        Copper-Adamantite alloy: d8 d10 d12 damage +1 damage Dragon Magazine Annual 5
                        Crystal, Deep: deals bonus damage by channeling power points. EXH
                        Cyrite (Arcane Steel): bypasses /magic damage reduction PGtE
                        Darksteel: deals bonus electricity damage. MoF
                        Dlarun: deals bonus frost damage. MoF
                        Dragonbone Bow: increases the range by 20’ and makes the bow composite. Draco
                        Dragonfang: grants an enhancement bonus to attacks and energy damage of the respective dragon as an extraordinary ability. Draco
                        Duskwood: steel weapons weigh half as much. MoF
                        Fever Iron: deals bonus fire damage. MoF
                        Flametouched Iron: weapon is considered good-aligned. ECS
                        Frystalline: weapon is considered good-aligned. BoED
                        Gehennan Moghuth-Iron: penalty to attack and damage, but naturally poisonous. A&EG
                        Glassteel: makes hidden weapons harder to spot. Stronger and lighter than iron. RoF pg 158, updated (nerfed) in Champions of Valor on pg 65
                        Gold, Alchemical: increases the damage dice of a weapon.* MoF
                        Hizagkuur: deals bonus electricity damage. MoF updated on page 157 of Underdark adds bonus fire and electricity damage, considered silver and adds cold resistance for armor
                        Iron, Cold: bypasses /cold iron damage reduction. DMG
                        Kaorti: critical becomes X4 when used for slashing or piercing weapons and makes it an Exotic Weapon. It has no effect when used for other items. The Kaorti Ubercyst see also FF Pg 110
                        Kheferu: bypasses the damage reduction of creatures with the earth subtype. SS
                        Lenaer wood: -25% weight, +10’ range increment. Dragon Magazine Annual 5
                        Mournlode, Purple: overcomes undead damage reduction as silver or cold iron. MoE
                        Nephelium: a ferrous metal identical to iron(same stats) except its transparent. Purposely adding mineral impurities to can produce shades of sapphire, emerald, ruby. Sunless Citadel p.32.
                        Oerthblood: must be primarily metallic, +1 luck bonus on att and dmg, and applies a penalty if hit, Dragon Magazine 351 pg 45
                        Pandemonic Silver:replicates silver, creates a 30 ft. aura of fear when unsheathed in windy conditions. CW
                        Pearlsteel: reduces the penalties of using a weapon underwater. SW
                        Platinum, Alchemical: increases the damage dice of a weapon.* MoF
                        Riedran Crysteel: deals bonus damage to psionic creatures. ECS
                        Rimefire Ice: deals bonus cold damage. FB
                        Silver, Alchemical: bypasses /silver damage reduction, reduces weapon damage. DMG
                        Serren: adds the ghost touched property. BoED
                        Slug crystal: -25% weight, but very brittle. Dragon Magazine Annual 5
                        Solarian Truesteel: bonus to confirm crits. BoED
                        Starmetal: replicates adamantine, but deals extra damage to extraplanar creatures. CAr
                        Stone: -2 attack and damage, hardness of 8 and 15 hos per inch. Dragon Magazine 319 p 40
                        Stygian Ice: chance to break when dealing damage, deals bonus cold damage and chance to deal WIS damage on hit. FB
                        Targath: overcomes the damage reduction of Aerenal deathless, reduces attack and damage. ECS
                        Thinaun: absorbs the souls of those who die while touching the weapon, and prevents their resurrection unless the caster has the weapon at hand. CW
                        Vakar metal: +2d6 damage vs. elves. Dragon Magazine Annual 5
                        Wood: club, quarterstaff, sap, great club and all bows and crossbows suffer no penalty, other bludgeoning weapons suffer -3 attack and damage (minimum 1 damage) 5 hardness and 10 hps per inch. Dragon Magazine 319 p 40

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                        • halfgiantH
                          halfgiant PC
                          last edited by

                          Gems

                          Amaratha: increases CL for energy resist spells
                          Beljuril: electricity descriptors
                          Black Opal: force descriptors
                          Black Sapphire: darkness descriptors
                          Diamond: increases CL for healing spells
                          Emerald: enchantments
                          Fire Opal: fire descriptors
                          Jacinth: fire descriptors
                          Jasmal: increases CL for spells that provide enhancements to armaments
                          King’s Tear: divinations
                          Moonbar: conjuration (calling) spells
                          Opal: enchantment (charm) spells
                          Orblen: conjuration (creation) spells
                          Orl: chaotic descriptors and spells that provide luck bonuses
                          Ravenar: sonic descriptor
                          Red Tear: transmutation
                          Rogue Stone: teleportation and chaotic
                          Ruby: evocation
                          Sapphire: conjuraton (summoning)
                          Star Ruby: illusion
                          Star Sapphire: abjuration
                          Tomb Jade: enchantment (compulsion)
                          Water Opal: divination
                          Zendalure: necromancy

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            Templates

                            Feycraft:
                            Armor: reduces weight and ASF, grants a bonus to bluff checks.
                            Weapon: reduces weight and size category.

                            Fireshaped:
                            Armor: bonus to saves vs. fire and heat effects.
                            Weapon: deals bonus damage to creatures with the cold subtype.

                            Githcraft:
                            Armor: reduces ASF, grants a bonus to concentration checks.
                            Weapon: deals bonus damage to psionic creatures.

                            Gloryborn:
                            Armor: bonus to AC when charging.
                            Weapon: bonus to damage when charging.

                            Hellforged:
                            Armor: increases ACP and ASF, reduces MDB, grants bonus AC while adjacent to an ally.
                            Weapon: deals bonus damage to targets that are flanked.

                            Pitspawned:
                            Armor: deals damage to melee attackers.
                            Weapon: bonus to confirm crits.

                            Soulforged:
                            Armor: bonus to resist bullrushes or trip attempts.
                            Weapon: bonus damage against a charging foe.

                            All templates are published in Dungeon Master’s Guide II (DMG II), except:

                            Dwarvencraft: increases an items hp, hardness, and break DC (this modifies a material, similar to a template). RoS

                            Templates from Dragon Magazine #358

                            Acid Washed: bonus against acid, rust or distintegration
                            Basket Hilt: bonus against disarm attempts
                            Caster Armor: reduces ASF
                            Enhanced Bracing: Bonus to damage when set against a charge
                            Enviromentally Designed: Bonus to saving throws against harsh enviromental conditions(hot or cold)
                            Folded Metal: Bonus to hardness
                            Lightweight: makes armor lighter
                            Long-Range: increases range increment of bows and crossbows
                            Ornate: bonus to diplomancy or intimidate
                            Perfect Balance: bonus to AC when taking the total defense action, melee weapon only
                            Razor Sharp: extra damage on a bladed slashing weapon
                            Reinforced: increased armor bonus and weight
                            Resilient: extra hit points to the item
                            Segmented: increases MDB
                            Serrated: extra damage on a successful critical hit
                            Vital Coverage: bonus to AC when opponent is confirming a critical

                            Dragon Magazine Annual 5
                            “Breakaway” weapons: reduces carrying size; threat on natural 20 only
                            Quicksilver/iron-filled: +2 damage maces, morningstars, hammers +2 damage, +1 damage for most other types

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                            • halfgiantH
                              halfgiant PC
                              last edited by halfgiant

                              Reference Material Attributes or Properties
                              Planar Handbook Abyssal Bloodiron Cold Iron, +4 Critical Confirm
                              Dungeon Master’s Guide Adamantine DR, improved sundering
                              10E Mess Game Adamantine, Black ???
                              Dungeon Master’s Guide Alchemical Silver maintains weapon, and bane to lycanthropes
                              Magic of Faerun Alchemical Gold grants fire and acid resistance, increases armor category
                              Magic of Faerun Alchemical Platinum grants cold and sonic resistance, increases armor category
                              Forgotten Realms setting Arandur silver-blue with green shine; gnome material; mixed with blood of red or blue dragon
                              Planar Handbook Astral Driftmetal 25% chance of working against incorporeal creatures
                              Book of Exalted Deeds Aururum Pieces meld back together and repair themselves, if broken.
                              Fiendish Codex II Baatorian Steel +1 to damage on slashing and piercing
                              Arms & Equipment Guide Baatorian Green Steel Green; Counts as Wounding if magically enchanted; Mined in the Nine Hells
                              Dragon Magazine #324 (?) Black Ice Radiates Cold
                              Arms & Equipment Guide Blended Quartz -20% arcane failure rate
                              Secrets of Xen’drik Blood glass volcanic crimson-hinted obsidian
                              Frostburn Blue Ice +1 damage slashing weapons, Mythrial type armor but cold as ice
                              Eberron Campaign Setting Bronzewood wood that can be made into plate armor and weighs 10% less
                              Eberron Campaign Setting Byeshk purple sheen; overcomes DR of daelkyr
                              Magic of Eberron Calomel pale gray condensating metal, hard white ore; overcomes DR of fire subtypes
                              Races of the Dragon Chitin plate armor made from insect exoskeletons
                              Dungeon Master’s Guide Cold Iron 2x heavy has bane to magical creatures; deep-forged iron that harms chaotic creatures
                              Eberron Campaign Setting Crysteel psionic superhard crystal-steel blend, surprise
                              Dungeon Master’s Guide Darkleaf special worked Darkwood made into light plate armor
                              Magic of Faerun Darksteel grants acid resistance
                              Dungeon Master’s Guide Darkwood ½ normal weight of wood
                              Stormwrack Deep Coral
                              Expanded Psionics Handbook Deep Crystal
                              Arms and Equipment Guide Dendritic armor made of growing crystal
                              Eberron Campaign Setting Densewood
                              Magic of Faerun Dlarun bone-white ivory with green sheen; halfling material
                              Draconomicon Dragonfang grants an enhancement bonus to attacks and energy damage of the respective dragon as an extraordinary ability
                              Dungeon Master’s Guide Dragonhide can make metal armors that count as hide
                              Forgotten Realms setting Duskwood
                              Arms & Equipment Elukian Clay type of clay associated with the Elemental Plane of Water; removes weight penalty for swim checks
                              Arms & Equipment Guide Entropium +2 max dex -10% arcane failure, +2 AC penalty and added weight.
                              Forgotten Realms setting Fever Iron reddish, deals fire damage
                              Secrets of Xen’drik Firebrass gold-bronze metal with mithral stats
                              Eberron Campaign Setting Flametouched Iron speckled rusty dark red ore, refined to shimmering silver
                              Dragon Magazine #347 Fyrite (Dragon 347) metallic substance immune to heat, but takes double damage from cold
                              Book of Exalted Deeds Frystalline Good aligned
                              Arms & Equipment Guide Gehennan Morghuth Iron -1 attack, but poisons opponent
                              Githsilver what Githyanki swords are made of. AKA ferroplasm
                              Complete Arcane Green Starmetal Mined from meteorites; Adamantine that deals 1d6 extra damage to outsiders.
                              Forgotten Realms setting Hizagkuur white magic reflecting metal
                              Ironbark
                              Sandstorm Kheferu Bright red metal that bypasses DR of Earth elementals
                              Eberron Campaign Setting Livewood magical green hardwood that does not die when cut down, may contain dryads
                              Dungeon Master’s Guide Mithral Makes armors that weigh ½ as much, and count as a lighter type; silver-white; traditional elf material
                              Expanded Psionics Handbook Mudane Crystal
                              Orichalcum red copper-gold
                              Greyhawk Oerthblood Weapons gain a +1 luck bonus to attack and damage
                              Complete Warrior Pandemonic Silver causes scream that makes others cower in strong winds
                              Stormwrack Pearl Steel functions better underwater than normal weapons
                              Magic of Eberron Purple Mournlode blighted purply ore, silver metal with purple streaks; overcomes DR of undead
                              Dragon Magazine #315 Red Steel costs less to enchant items
                              Frostburn Rimfire Ice Glows like torch, +1 cold damage, explodes 1d6 cold damage
                              Stormwrack Riverine ½ AC becomes deflection bonus; water enclosed inside a thin force wall; provides force affect
                              Book of Exalted Deeds Serren Branch wood that has ghost touch
                              Eberron Campaign Setting Soarwood lightweight wood used for building airships
                              Arms & Equipment Guide Solarian Truesteel silvery iron; mined on Mt. Celestia
                              Magic of Faerun Starmetal Metoric Admantium, Steel, Gold, Platinum - Alloys made from starmetal
                              Frostburn Stygian ice Deals wisdom rather than consitution damage
                              Eberron Campaign Setting Targath Soft metal that when carried helps the bearer resist disease
                              Complete Warrior Thinaun traps soul of those slain by it
                              Forgotten Realms - Nether Trilogy Book One Truesteel +1 on roll to confirm critical hits
                              Arms and Equipment Guide - Reference Needed Urdukar +2 DC on scry attempts per 5 lbs carried
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