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Chapter 9 Exotic Material and Items

The Erupting Earth saw the return of magic to Acquisition


Dunya. Many have learned to harness the power of
magic since the cataclysm. However, those that Exotic materials cannot be found in your local goods
wield the power of magic found they had one store. Some represent a significant risk to acquire,
limitation. They could not permanently enchant others can only be obtained in remote locations, and
items. others are simply incredibly scarce. In some cases,
you may come across a settlement with a connection
As discussed in Chapter 9, only Artificers may create to a particular material, such as a town sitting atop a
permanent magic items other than scrolls and mithral mine. In other cases, it is necessary to seek
potions. Where Alchemists can create potions and out these rare substances in stran.ge locations.
sorcerers can scribe scrolls, only the Artificer can
create magic items. Materials that enter the trading system inevitably find
their way to cities or other locations where the
As the power of the Artificers were not discovered wealthy and powerful congregate. Whether you seek
until the Age of X, other ways were searched for. It a raw material or a finely crafted product of the same,
was discovered that the Erupting Earth had done expect to face an exorbitant price tag once a seller is
more than return magic to Dunya, it had altered some located.
things on an elemental level.
Buying and Crafting
This change created new ores that had not been The Exotic Materials table shows the market value
present on Dunya before the cataclysm. It also for raw, unworked materials. Most crafted items,
changed plants and minerals creating new minerals such as tools or structures, require an amount of the
along with the new flora discussed in Chapter 11. material equal to their weight. Weapons and armor
always require 101b's of the material (half for light
These new ores were mined and smiths began to find weapons).
ways to forge items from these new metals. Some
even experimented with combining these ores to The cost of a crafted item, such as a set of
create even more metals. adamantine armor, includes both the cost of the
materials and the workmanship necessary to create it,
These new metals possessed properties that mimic to determine the cost, first use the Materials table to
some magic items. Master Smiths gathered and determine the cost of the raw material in pounds, and
created carefully guarded tomes discussing the new multiply it by the amount required. Second, multiply
metals and their properties. These discoveries have the cost by two to include the cost of the labour
allowed the Blacksmith’s Guild to maintain a involved. Third, add the regular cost of the item in
position of prominence despite the rise fo the question.
Artificer’s Guild.
For example, a suit of adamantine plate armor costs
As those that could control magic continued to 2000gp. (250gp for the adamantium required, 250gp
explore the extent of the magic, they discovered the for the cost of working the adamantium, and 1500gp
ability to travel to different planes. There they found for total cost of creating plate armor.)
new metals and minerals they brought back to Dunya.
Also, those that could wield the power of magic Items can only be made from materials similar to
discovered they could travel to different planes. their common form. For example, a sword can't be
These explorers brought back new metals and ores made of fabric, and hide armor can't be made of
for the smiths as well. metal.

Adventurers, too, see the value of wondrous metal, Materials


wood, and crystal from the far corners of the world
and beyond. They may be sought after as a form of Adamantine
wealth, similar to magic items. They can make for Adamantine is one of the hardest substances in
interesting quest objectives for factions who would existence. In the eyes of architects, engineers, and
put the material to direct use in the world. And many warlords across the land, nothing can take its place as
of the cheaper materials are less disruptive of the the most resilient of all building materials. Many a
game balance than conventional magic items, making warrior owes their life to the plates of adamantine
them safe to put on sale directly to the players. across their chest.
Chapter 9 Exotic Material and Items
Possessing a dark non-reflective surface and prized. It is typically used in the crafting of magic
surprising density, adamantine can weather blows items over arms and armor.
that would crush any lesser metal. In contests of
force, adamantine surpasses almost every other Aurebony
substance and emerges unblemished.
This; metal is about as strong as good bronze but
Adamony retains its natural weight. It is known to have a
deleterious effect upon dragon kind, its simple touch
This is, if possible, even harder and stronger than causing great pain to them All weaponry and armour
regular adamantium (generally considered to be the built from this mystik black metal is considered to be
hardest/strongest metal known). It is so rare that only " + 4'' (but is still damn heavy!) and totally immune
two items constructed of it have ever even been to any flame or fire (though the wearer would not
alluded to in legends: a ring of great power and a be!) regardless of potency or source.
long altham'e cum dagger; both created and owned
by the awesome magician Phandalume the Mighty. Chlorophite
However, should armour or other weapons ever be Chlorophyte is an enigma, a living mineral with a
forged from Adamony, it should be considered as " latent psionic signature all of its own. It slowly
+'7''. Note that Adamony is indestructible by any converts mud and stone into more of itself, forming a
known means (from H-bomb blast to magikal vast network that has expanded deep underground.
disintegration) though its wearer certainly wouldn't Long a mystery; scholars now believe that it arrived
be. Its value is about ten (10!) times that of nonnal centuries ago when an errant meteorite fell from the
adamantium stars.

Arcadian Tin This bright green mineral form a complex lattice in a


host material, usually stone. Possessing only the
Arcadian Tin is a pure white ore that is found in barest glimmers of thought, chlorophyte turns its
abundance throughout the good-aligned higher psionic power to suit the intentions of intelligent
planes. It is considerably more difficult to find in the beings in physical contact with it.
prime material plane where it can only be found in
formations exposed to sustained magical light. Weapon, armor, amulet or rod made of chlorophyte
Arcadian Tin radiates light like a torch when in can hold PSP depending on the amount of
darkness. chlorophyte used, There is a limit of 50 PSP before
the cholorphyte lattice is overwhelmed and ceases to
Arcadian Tin is remarkably receptive to function.
enchantments of all kinds but is particularly useful in
the crafting of magic items that focus on light and Black Orichalcum
Wisdom enhancing effects. Arcadian Tin is a favorite
This metal is thought by some to not only have "life"
when it comes to crafting magic items due to its high
but "sentience" as well. It is rare beyond description,
affinity for magic. It is receptive to all manner of
"+ 6" if made into armor or weapons and is reputed to
infusions magical or otherwise save those that create be the base metal the "Three Great Swords of Doom"
darkness. Any attempts to infuse darkness inducing were grown from. No one today knows the secret to
magic in to Arcadian Tin fail utterly. the making of this magik resistant ( + 50% to MRS)
metal or even if any still exists in today's world. In
While Arcadian tin is not particularly suitable for
fact, little beyond legend is known of this arcane
weapons and armors due to its low density and metal and even these mythic references are far and
softness, bronze made from Arcadian Tin is perfectly few between. One fact, however, can be relied on! It
suitable for such a task. is worth incalculable amounts ( GM-adjudicated)!
Arcadian Tin is a very rare luminous white metal
Brozahrium
with high magical affinity. The metal is prized by
good-aligned creatures who value its ability to This brass-colored metal is much prized by seafarers
enhance wisdom. The ore also radiates light when in as hull sheathing for their vessels. It absolutely won’t
the dark. This ore is quite easy to work with even for rust, corrode or otherwise degrade itself due to water
the most amateurish mage-smiths and is thus highly and weather usage. Also note that 95% of all sea-
going "hull garbage" such as barnacles and the like
Chapter 9 Exotic Material and Items
will not attach themselves or grow upon this metal. It make as their normal counterparts. Also, any magical
is about the same electrical weight conductor and enhancements cost an additional 2,000 gp.
strength as copper (100.725%) but is 20% better
electrical conductor. Neither as rare nor common, it For example, a +2-longsword made of cold iron
has a value equal to gold, weight for weight. would cost 10,330 gp, because the price doubles for
the longsword itself (15 gp to 30 gp), the +2
Cadrium enhancement bonus costs 8,000 gp, and enhancing
cold iron costs an additional 2,000 gp. (The price
This dense, heavy, reddish-brown metal is usually includes 300 gp for the masterwork component.)
buried so deeply underground (a mile or more) that it Items without metal parts cannot be made from cold
is almost never seen (much less mined) by anyone iron. An arrow could be made of cold iron, but a
but dwarves. With 90% of the weight of gold and
quarterstaff could not. A double weapon that has only
about as hard as pig iron, its one great asset is that it
half of it made of cold iron increases its cost by 50%.
can withstand great amounts of heat without
transmitting the heat through itself. For instance, a A two-bladed sword with one end of cold iron and
one-inch-thick piece could withstand a direct the other end steel would cost 150 gp.
blowtorch flame for, literally, hours without the
A metal weapon, made with Cold Iron, will cause an
opposite side ever getting warm - rather like the heat
extra damage to fey, undead, and demons it it hits
shield tiles on the space shuttle!
them. It also counts as a magic weapon against these
Anyway, the actual melting point of this dense metal creatures for purposes of immunity and resistance.
is an astonishing 11,820°F And, please note, that heat
Due to the expense, cold iron is often applied as a
would only go all the way through to the far side of a
wire (made by pulling or swaging) and then inlayed
1" thick piece at about 10,000°F! For the last 1,820°
before meltdown, the side away from that heat will into the weapon, rather than making the whole
only be about one sixth as hot as the far side taking weapon of the metal.
the heat.
Fey, Undead, and Fiends have difficulty passing a
barrier of Cold Iron. To do so, they must save vs.
For example, at 11,200' on one side, the other side
petrification. This is why some graveyards have cold
will only be 200'! This goes on until the last 20
iron chains surrounding them, to prevent the dead
degrees before meltdown at which time the metal
from rising as undead and leaving the graveyard.
reaches its “glow point" and becomes hot all the way
through, equally. Then, as it melts at 11,820, it begins
Corundium Ore
to "superheat'' (if the outside applied heat is hotter
than this) and, at 13,000° it begins to boil. By 14,950, Corundium Ore is dull brown ore that forms in areas
it is commencing to vaporize and will lose 10% of its that require both extreme physical pressure and the
mass each second it is that hot (or hotter). presence of magical or elemental earth. It has
occasionally been known to form in very deep
Seldom seen in amounts larger than an ounce or two
forgotten caverns of the prime material plane where
at a time, such small pittances are, nonetheless, still
sufficient to ''leaf plate" an entire round shield's front long forgotten portals once stood. Corundium is
because it is so mailable at high temperatures (9,000 extremely dense and nearly as hard as Adamantium.
or higher). Such protection would render said shield
Corundium is somewhat resistant to magical
front effectively fire/heat proof (within the given
energies as well as most forms of manipulation. The
parameters above). Figure its value at approximately
6,850 ounces of gold for each single ounce of rewards for working Corundium into arms and armor
Cadrium! are significant. Corundium weapons tend to be
extremely hard and are capable of dealing enhanced
Cold Iron damage, particularly bludgeoning weapons.
Corundium armors are somewhat more prized as they
This iron mined deep underground, known for its can be near impregnable. Armor made from
effectiveness against fey creatures, is forged at a Corundium confers significant damage reduction but
lower temperature to preserve its delicate properties. is often ridiculously heavy. Corundium is not
Weapons made of cold iron cost twice as much to especially useful in the crafting of magic items.
Chapter 9 Exotic Material and Items
Corundium is very rare and extremely hard. It is good way to gain information on the weapon’s
usually found in very deep mines or caverns. owner.

Corundium is a popular find only with those races


intimately tied to the Earth. But among these peoples,
it is greatly prized. It is notoriously difficult to work. Dragon Iron
Corundium is almost entirely resistant to heat,
Dragon Iron is made from a combination of rocks and
pressure and even magic. As such, only the most
dedicated mages and smiths can hope to successfully ore, which are melted by a dragon’s fire breath. Once
forge the ore into something useful. This often properly shaped and cooled, the resulting metal takes
involves the use of Netherium. Even so, its hardness on a silver sheen and is found to be lighter and
is highly valued in magical alloys and its magical stronger than forged iron. A sword made from
resistance serves as an important stabilizer for more Dragon Iron is strong enough to cut through an iron
chaotic metals and alloys. blade with surprising ease.

Corundium grants a +2 to weapons and armor and The ingredients for Dragon Iron are three parts
armmor gets a +2 vs. all types of fire (yes that limestone, two parts sandstone, one part iron ore, and
includes magic and breath weapon. melted by a dragons fire breath.

Dark Iron It is possible that Dragon Iron is purified iron


(without the slag and impurities), with some carbon
Dark Iron is a magical ore most frequently found in and nickel mixed into it, thereby creating a form of
places ex- posed to supernatural shadow where it steel. This would make the alloy both lighter and
absorbs the very essence of darkness. It can be found stronger than crude iron and give it the metallic
in abundant qualities on the plane of shadow and in sheen.
many places on the material plane. It is dark gray in
color and seems to absorb rather than reflect light. Dragon Iron has been proven to be extremely tough,
Dark Iron is somewhat lighter than normal iron but is as it has withstood many things. For example, it has
equally strong. been able to endure a full blast of any dragon’s breath
weapon
Dark Iron is prized for its non-reflective qualities as
well as its magical affinity which makes it more Dragon Iron can be used to reinforce structures,
receptive to enchantments. Armors and weapons making them far stronger than they were before its
made from Dark Iron do not reflect light making it a addition. It is implied that this reinforcement enables
prized metal for use by those looking to be stealthy the structures to withstand heavy impacts.
but effective. Enchantments that play to this affinity When Dragon Iron is forged into a bladed weapon,
are especially potent, especially the weapon gains the sharpness property. When an
unmodified 20 is rolled, not counting any modifiers
if they involve shadow or illusion. Edged weapons
for strength, magic or skill it will sever an extremity
made from Dark Iron tend to be sharper than normal.
—arm, leg, neck, tail, tentacle, whatever determined
Dark Iron is prized for its stealthy qualities by those by random dice roll. This will only affect small and
with connections to illicit businesses and activities. medium targets.
This will often involve those with less than reputable
Extremity Roll (d12)
intentions. The metal is said not to reflect light.
Arm/tentacle 1-6
While very rare to find, Dark Iron is not prohibitively Leg/Tail 7-11
challenging to work and can be shaped by most Neck 12
skilled blacksmiths who have some arcane training.
If used to hit metal (weapons, armor, etc) the item
Many smiths who work with the metal are highly
must save at a -2 or be shorn into pieces.
reluctant to advertise their services, preferring to
avoid attracting the attention of local authorities or Armor from Dragon Stone grants a +3 to saving
anyone who might come asking questions. Tracking throws vs. dragon breath weapons and any item made
down the crafter of a Dark Iron weapon is often a with dragon iron gains a +4 to its saving throw vs.
dragon breath weapons.
Chapter 9 Exotic Material and Items
Its merest touch causes nausea (etc) among Elves and
Dreamstone a stab wound or cut caused by Ethril (on any Elf)
causes ld12+ 1 HP of toxic poisoning (each time)!
Dreamstone looks almost like a pale green crystal to
the untrained eye, but can be worked as iron despite Elves hate this metal and consider all who use It their
its appearance. It is associated with abjuration magic, enemy. On the other hand, it is a total, 100%, non-
dreamers, and musicians. conductor and block against all psychic emanations,
regardless of type, power or source. In the oldest
Dreamstone is light—half as heavy as iron, yet just as Elven legends, it was called "Eliadolyn" or "Kiss of
strong. More importantly, dreamstone is strangely Death". Its value is approximately four times that of
resistant to magic. An object made of dreamstone normal Milhril.
gains a +4 bonus on any saving throw made against a
magical source. Creating a magic item that Fel Iron
incorporates any amount of dreamstone into it
Fel Iron is a bright green iron derivative that is found
increases the price of creation by 5,000 gp, as costly
in abundance near fiendish and evil-aligned magic.
reagents and alchemical supplies must be used to
This ore has absorbed some of the evil power of the
treat the metal during the process.
lower realms and is frequently used by its denizens.
Weapons made of dreamstone weigh half as much as The influence of fiendish auras permeates the metal
normal, and gain a +1 enhancement bonus on damage to its core granting it an affinity for not just fire and
rolls against constructs, magically created undead, acid but evil as well.
and summoned creatures. Dreamstone armor weighs
Fel Iron is both heavier and harder than normal iron.
half as much as other armors of its type, and is
Weapons made from Fel Iron tend to do more
treated as one category lighter than normal for the
damage than their normal counter parts. Fel Iron is
purposes of movement and other limitations (light
also particularly receptive to enchantments of Fire
armor is still treated as light armor, though). The
and Acid. Armors made from the Ore provide
armor’s maximum Dexterity bonus increases by 2,
protection from those elements as well. Fel Iron
and armor check penalties are reduced by 3. The
weapons also have a tendency to cause particularly
armor’s spell failure chance increases by 20% and
nasty wounds and infections.
applies to all magic cast while wearing the armor,
regardless of the magic’s source or class abilities Fel Iron is rare and prized by Orcs and evil- aligned
possessed by the wearer. The wearer of a suit of humanoids as a symbol of power and leadership.
dreamtime armor gains a +2 resistance bonus on all Despite being significantly heavier than normal iron,
saving throws against spells and spell-like abilities. A the ore is still popular amongst the nefarious. The
shield of dreamstone does not add a resistance bonus extra mass just adds to its awesomeness.
to saving throws or reduce spell failure but it adds a
+2 deflection bonus from spells and spell-like Fel Iron nearly always inflicts burns of some kind
abilities that require a ranged touch attack. when used in slashing or piercing weapons. Its extra
weight is effective in bludgeoning weapons as well.
Dreamstone has 30 hit points per inch of thickness Fel Iron armor is a hero’s treasure for evil warrior
and hardness 10. Dreamstone ore is worth 50 gp per types. These types will do nearly anything to get their
pound. hands on such an item.
Ethril Fel Iron is highly resistant to heat and will only be-
come malleable through the application of magic and
One of the rarest of ebon metals, Ethril is as light as thus requires magical forging. The ore is difficult to
willow wood and can float! It is also as strong as fine work even once it has been made malleable and thus
nickel steel and totally unaffected by any degree of
requires significant talent for anyone seeking to forge
cold (though its user certainly would not be!) This is
the material.
without regard to the source or potency of the cold, of
course. Feronite Ore
All weaponry and armour constructed of this metal Feronite is a brilliant yellow ore that bears some
would be "+ 5'' and it is known to be toxic to Elves! similarity to copper in its characteristics, though it is
Chapter 9 Exotic Material and Items
a good deal harder. Feronite is most commonly found Findruine, since the threatening nature of iron is
in rocks near powerful leylines and fey energies. impractical for use. The most polished and buffed
Locations that combine this with frequent exposure to items made from this metal will have the ironlike
electrical currents are sure to produce Feronite. shine with which mortals are familiar, yet with an
Mining Feronite can be somewhat tricky as it is additional touch of the Otherworld in its luster.
highly conductive and can retain electrical charges
Godbone
for quite a long time.

Feronite is particularly receptive to magic involving Few substances in the world are as strange and little
arcane electricity. Weapons made of Feronite can understood as the glossy black stone called
deliver stunning charges to foes. Armors made from “godbone” by the Shou. Their witch-women insist
that the rock is the solidified remains of their god,
Feronite can also provide significant protection from
who sacrificed himself in this world to save his
Lightning based attacks. Infusions of electrical
chosen people. The jagged black shards of the stone
energy can be erratic but always powerful. Feronite can be used to open a channel to the sleeping god’s
armors and magic items also tend to provide limited power by those versed in the ancient secrets.
protection from charm magic. Alternatively, it can be
used to strengthen charm magic in items if so desired. The Shou witches share these secrets with no one but
their apprentices, and certainly not with the hated
Feronite is a rare metal with an affinity for electricity. human invaders. Captured Shou witches have been
Arms and armor involve electrical enchantments and interrogated by human sorcerers, but even under the
protections. influence of spells of charming and domination, the
instructions they provide make no sense. Some magi
Feronite is a favorite metal of fey creatures and elves.
have theorized that the secrets are only
It is prized for not only its electrical affinity but for comprehensible to a Shou who has undergone the
its affinity for charm magic as well. Magic infusions initiations required of a witch.
involving feronite tend to also be slightly chaos
aligned. “Raw” godbone is the crude black stone itself,
chipped from veins deep in the mountains or
Feronite is not quite as hard as normal Iron and unearthed from scraped hillsides. The rock is rare,
typically requires the addition of small quantities of with the veins less common than gold and each one
other ores or materials (usually iron, tin or carbonite) guarded with savage fervor by any Shou that find it.
to be effective in the making of weapons. This is not Most are crowded with local tribes, each one waiting
necessary for armors or magic items. Feronite for their chance to seize the sacred stone from its
weapons thus require greater skill than do armors. current keepers.

Findruine In its raw form, the godbone has powerful warding


effects against outer planar creatures. A person
The Immortals of Faery have the skill to forge a bearing at least a pound of raw godbone on his
metal beyond the capabilities of Mortals called person gains the benefit of a Protection from Evil
Findruine (Gaelic) or Gwenefydd (Welsh). This is a spell against the attacks or influences of outer planar
strong, light, white-bronze metal that enables the creatures. Such creatures cannot touch a person
faery to wield swords and other iron-like objects bearing godbone unless the bearer attacks them first,
without harm to their senses. Mortals cannot replicate though they may use ranged attacks and spells.
or even understand how the Faery smiths compose
this enchanted alloy and have tried many times. Under the arts of certain elder witches, the raw stone
Every metal item created in Faery is constructed from can be shaped and formed into sharp weaponry and
this substance and appears to mortals as similar to tough armor. Godbone can also be used to fuel
iron, but more delicate in appearance yet infinitely magical spells with its innate geomantic power. One
denser and mightier. Although magical in its forging pound of raw godbone is required per level of the
and fusion of gold, silver, tin, and copper, this metal spell to be augmented. When so employed, the spell
is not innately magical until properly enchanted or automatically functions at its most powerful, with all
given a Dragon Stone. random effects maximized. If the spell involves
rolling on a random table, such as Reincarnation or
It is assumed that every item of magical nature Teleport, the caster may roll three times and take the
granted or involved with the faeries is derived from preferred result. Shou witches are aware of this
Chapter 9 Exotic Material and Items
quality of godbone, and the most powerful are not Hartwood
reluctant to use it against the hated humans.
When a tree falls, its lifeforce slowly retreats into the
Godbone is exceedingly expensive on the open core wood and fades out of existence. If it falls in the
market, with Tien Lungan sorcerers often making a feywild, there is a chance that its lifeforce is
point of purchasing or confiscating every scrap they sustained by the latent magic of the plane. In such a
can lay hands on. A pound of raw godbone will easily case, the dead outer layers eventually decay to reveal
fetch as much as a thousand gold koku in the a column of still living hartwood at its core. Guided
marketplaces of Xian or Hohnberg. by the soul of its parent tree, hartwood has a penchant
for helping its owner push past mortal limits and
Godbone Armor: This armor is equivalent to either accomplish legendary teats when the need is greatest.
leather, splint mail, or very rarely plate mail, Description: Hartwood is an impossibly pale, almost
depending on its manner of construction. Countless luminous material. Sturdy yet compliant, soft yet
tiny stone plates of godbone are painstakingly drilled unyielding it practically embodies the platonic ideal
and bound with leather thongs and backing into suits of workable wood.
of enchanted armor. This armor always has at least a
+1 bonus. While wearing the armor, the possessor Hartwood counts as a fey entity for the purposes of
gains the benefit of a Protection from Evil spell. spells and effects that refer to a creature's type, such
Godbone armor gives a -4 hit penalty to the attack as the spell Detect Evil and Good.
rolls of any extra-planar creature attacking the
wearer. When a creature attempts to use an item
made of hartwood to accomplish an
Godbone Weaponry: This weapon is invariably of extraordinary feat, such as make an impossible
at least +1 enchantment, and usually takes the form shot, survive an impossibly powerful blow, or
of a club, mace, spear, or dagger. While carrying the pick an impossibly difficult lock, the item may
choose to have the creature roll a 20 on the
weapon, the wielder gains the benefit of a Protection
skill check attack roll, or saving throw. This
from Evil spell. While godbone weaponry appears to
effect can't occur more than once a week. (The
be made from that brittle, jagged black stone, nothing decision to activate this property ls controlled
short of powerful magic or the thews of a giant can by the DM. It generally triggers in moments of
damage such a weapon. Godbone weaponry is always narrative climax.)
able to injure extra-planar beings, regardless of their Example Item: Hartwood Quill.
normal weapon immunities. Some of the world's greatest poems and
stories have been written in a moment of
Greenweave inspiration granted by a hartwood quill.

Greenweave's rarity is not due to its constituent parts. Hellstone:


Dragontail fern, the sole element, is one of the most
common weeds in the eastern ridgelands. No, the real This metal is blue-green and glows with great power
challenge to acquiring this material is locating a druid that can poison those who sample of its might for too
capable of spinning the still living fronds into binding long or two directly. Hellstone is associated with
Matrimony. conjuration magic and artistic passion. Hellstone
functions as steel when used to craft weapons and
Dragontail fern forms long, sinuous fronds with armor, but anyone who carries or wears hellstone
pinnae that resemble a dragon's scales. It's surface is arms or armor becomes sickened for as long as the
fuzzy and dappled with all the colors of the forest, gear is carried or worn, plus an additional 1d4 hours
creating a hazy optical effect when rustled by the after it is removed. Likewise, a character in an area
wind. When woven into Greenweave, the with heavy concentrations of hellstone becomes
resulting fabric maintains this strange appearance. It
sickened as long as he remains in the area. This is a
provides a +25% to hide in natural surroundings
poison effect. Weapons and armor made from
Druids of 5th level or higher can create one pound of hellstone glow with an intensity equal to that of a
raw greenweave by casting druidcraft on a dragontail candle. Scholars have long debated where the glow
fern continuously for one hour. The fern must be and associated sickening effect come from, but most
alive and rooted, and it is consumed by the process. agree that the source of the power comes from the
Dark Patron himself. Hellstone weapons are treated
Chapter 9 Exotic Material and Items
as masterwork weapons and are able to bypass the The mightiest trees the world has ever seen,
damage reduction of azatas. Armor are considered Ironwood pines can reach 30 feet across at their base,
masterwork as well. and over 300 high. Its flesh is so tough that
woodsmen opt for drills and picks over saws.
Hellstone can also be powdered and alchemically
distilled with other rare catalysts and chemicals to Even when freshly harvested, ironwood's grayish,
form a much more potent toxin. A pound of pitted surface gives it the appearance of a petrified
Hellstone is enough to make 1 dose of hellstone relic. Without the proper tools, carving ironwood is a
powder. slow and arduous process.

Hellstone Powder: Poison—ingested; save negates; All Ironwood items gain the benefits of both wooden
onset 10 minutes; frequency 1/minute for 6 minutes; and metal implements, and only suffer from
effect 1d4 Con plus nausea; Cost 900 gp. downsides that affect both material types. For
example, they are non-flammable despite being made
Hihi'irokane of wood, and are immune to rust despite acting
similar to a metal.
Hihi'irokane is a red/orange metal obtained from
hihi'irokane ore. Its name is greater goblin for Ignium
"flame-colored metal" or "brilliant scarlet metal". It is
rustproof, ultra-hard, and an excellent conductor of Deep beneath the earth, in the fiery roots of every
both heat and spiritual energy (sometimes to the point volcano, the raw heat of the elemental plane of fire
of being warm to the touch). Hihiirokane is harder seeps through into the prime material. Bound by the
than diamond, immune to rust and an excellent forces of pressure and time, the surrounding rock will
conductor of souls, emotions or spiritual energy. eventually stabilize into a magmatic yet sturdy stone
substance known as Ignium.
When enchanted by greater goblin shamans these
weapons tend to take on enchantments involving soul Ignium is solid stone with a turbulent fiery force
stealing, vampiric, or cause fear/despair. Only great visible just beneath the surface. Despite approaching
heroes of the great goblins will wield these types of the melting point of stone, it remains a sturdy
weapons, but woe comes for any that faces one of building material. The intense heat spills out into the
these weapons. When armor made of hihi’irokane is
surrounding area, driving up the surrounding
enchanted it holds abilities such as cause fear or
temperature and searing all that it comes in contact
despair.
with.
Hoodoo Loam Ignium is immune to any effect that would harm it
In the endless muck and mire of the southern due to cold. It emits bright light in a 10-foot radius
swamplands, deposits of hoodoo loam periodically and dim light for an additional 10 feet. It ignites
surface. Although it's strong enough to be used for flammable objects it comes in contact with, and deals
tools, this chalky clay returns to its primordial form ld6 fire damage to creatures it comes in contact with.
under the right conditions. Worn and carried items usually include padding that
protects the owner from this effect.
Hoodoo loam is a thick, mucky paste in its raw state,
but skilled potters can quickly shape and fire it into a Kyrrad
substance resembling a stone. Nonetheless, it quickly
This deep sapphire-blue metal is one of the forgotten
becomes soft and mud-like when submerged in a
things of the race of Mist Elven kind. It was made in
solution of water and mineral oil.
a process requiring 13 years from an amount enough
Items made of hoodoo loam only take 1 hour to craft for but one single bastard sword. It is said to be that
per pound of raw material. Hoodoo loam converts the metal was an alloy of black mithril and a ruby
colored “metal” that had fallen from the sky “like a
back into raw material when submerged for one hour
blazing sun”. Once that translucent red “star metal”
in a bath containing 1 vial's worth of mineral oil.
was all used up it could no longer be made. Al
Ironwood properties of this metal are unknown so caution
should be used in dealing with it. However, at a
Chapter 9 Exotic Material and Items
rough guess anything made of this stuff is at least +7, Likewise, linite armor deals 1 point of energy
at least. Be warned! damage per round to a creature wearing it, and deals
1 point of energy damage each full round a creature
is grappled by someone wearing linite armor. Cold
Laconium Ore
linite armor grants fire resistance 5, while hot linite
Laconium is a rare and beautiful blue ore found in armor grants cold resistance 5. (The type of armor
rock formations exposed to supernaturally cold does not alter the amount of resistance granted.)
conditions. It is common in the outer planes wherever Typically only creatures with natural resistance to
cold dominates and as well as locations on the prime fire or cold seek to use linite weapons or armor.
material plane regularly exposed to cold and magical
Maritime Quartz
auras. The ore radiates cold even in normal
conditions. When deep ocean currents converge from the four
corners of the world, their meeting point is often host
Arms and armor made from Laconium are
to an outcrop of Maritime Quartz. Harvested by
particularly receptive to cold magic. Weapons made
enterprising merfolk, these prized constructs of salt
from the ore retain the metal’s chilly aura and often
and brine soon enter the hands of wizards who value
frost over when exposed to air. Laconium is slightly
their strange relationship with magic.
harder than iron. Armors are particularly good for
resisting cold damage but can also be worked to resist Maritime Quartz is a clear crystal that comes in a
heat as well. variety of shades of blue and green. Like many
crystals, this material possesses a deep purity that
Laconium is a rare metal with an affinity for cold.
allows it channel magical power in an efficient
Arms and armor involve cold enchantments and
manner. However, items made of maritime quartz are
protections.
also suited to perform tasks of a less enigmatic
Laconium is a favorite metal of Ice Giants who nature.
frequently mine the ore for use in their best weapons
Holding an item made of maritime quartz does not
and armor. The metal radiates cold and is a favorite
prevent you from performing the somatic
of any creature that enjoys a cool breeze. Due to the
components of spells. Example Item: Maritime
fact that the ore radiates cold, it is some- times used
Quartz Sword.
by the very rich to cool rooms. Laconium has a
tendency to extinguish normal fire and thus requires A weapon carved of maritime quartz allows a warrior
magical skill to work and forge. versed in spellcraft to freely practice the Art on the
field of battle.
Linite
Mawine
This shining silver metal is either incredibly hot or
freezing cold when found. Linite is associated with This metal’s structure allows it to pass through iron
evocation magic, artifice, and order. Forgewrights and steel without touching them, seemingly shifting
across Porphyra debate as to whether linite is a single in and out of phase with reality. This quality earned
substance created by the Maker of Ways or two the pale metal the nickname “the Dark Maw’s bite.”
similarly tinctured metals. When raw linite is found, Mawine is associated with necromancy magic,
it has a 50% chance of being hot linite or cold linite. prophecies of doom, and assassins. Mawine is the
softest of the solid godmetals, being only slightly
Physical contact with linite deals 1 point of energy
damage (either fire or cold, as appropriate). Hot linite less malleable than lead. It doesn’t function well for
can eventually ignite objects, and cold linite in water crafting armor as a result, and though mawine
quickly surrounds itself with a 1-foot-thick shell of weapons can penetrate most metal armors with
ice. A weapon made of linite deals +1 point of relative ease, the weapons tend to break easily.
damage of the appropriate energy type each time it
strikes a foe, but also deals 1 point of the same Mawine has 10 hit points per inch of thickness and
energy damage to the wielder each round it is used in hardness 5. A mawine weapon deals damage as if it
combat. were one size category smaller than its actual size,
and is always treated as if it had the broken condition.
Chapter 9 Exotic Material and Items
It ignores all armor or shield bonuses granted by iron weapon or armor, but alloys made from nephelium
or steel armor or shields. Mawine weapons cannot are transparent. Thus nephelium plate appears
damage these materials at all (and, by extension, glasslike, as does a nephelium battleaxe. Adding
cannot harm iron golems or similar creatures). mineral impurities to nephelium can produce
different colors i.e. shades of sapphire, emerald and
Mourningsteel ruby. Nephelium can be enchanted just like standard
Long associated with demonic cults, mourningsteel is iron. Weapons and armor fashioned from nephelium
actually a relatively benign alloy created through a cost 100 gp more than weapons or armor fashioned
merging of steel and rare red clay. However, that from standard material.
hasn't stopped demonic cults from embracing the Netherium
association and utilizing mourningsteel heavily for
their weapons and tools. Netherium ore is a blue or purple metal that exists in
abundance as dust in the Astral Plane. While the
Mourningsteel is a shiny metal suffused with streaks substance is fairly abundant, harvesting large
of brilliant crimson. Used predominantly for amounts can be quite tedious. This latter factor is
weapons, mourning steel hisses as it passes through what tends to make Netherium expensive as it can
the air, traveling faster and striking deeper than take months to harvest enough Netherium to make an
conventional weapons. ingot. However difficult and time consuming, some
Tasks that require the cutting edge of a mourningsteel intrepid individuals are always willing to put in the
blade can be completed in half the time. Examples effort.
include cutting through a wall of vines, or sawing Once harvested, Netherium is quite amazing stuff. A
through a wooden board. remarkably soft metal, it is easier to work than gold.
Weapons made of mourningsteel ignore resistance to It is among the most receptive metals to physical or
non-magical slashing damage. magical tampering and can be melded with nearly
any other metal to increase its magical potency.
Mithral
While a poor choice for arms and armors, Netherium
Prized by elves and dwarves alike, mithral has been is prized as an ingredient in magic items of all kinds.
forged into some of the world's finest creations. Nethe- rium increases the potency of any magical
Noble personages laud it for its beauty, making enchantment placed on a metal alloy in which it is an
mithral a coveted choice for jewelry and ceremonial ingredient. Nethe- rium is fairly easy to work with in
armor. simple forging or magic item craft.
Mithral is a flexible metal, lighter than iron but just Netherium is common in the Astral plane and very
as hard. It has a natural pearly tone, as well as a magical. It is highly sought after by mages and
silvery surface that glistens when polished. magical smiths and commands a high price. Planar
Items made of Mithral weigh half as much as travelers often use Netherium in lieu of coinage for
comparable items. (This property doesn't affect the
currency.
cost or amount used in crafting).
Uncommon. : Metals that under normal
If mithril weapons don't have the Heavy property, circumstances will not bond, will often do so with the
they gain the Finesse property. Otherwise, they lose right infusion of Netherium. Even normal metal
the Heavy property. weapons can be improved by Netherium. The most
Mithral armor pieces never impose disadvantage on potent magical items are crafted from Netherium.
Dexterity checks or have a Strength requirement. - Netherium’s greatest value is in its use as a bonding
Nephelium agent in the making of other more potent alloys. For
some legendary alloys, a Netherium infusion is the
Found only in the rarest of areas deep underground only way they can be created. The forging of greater
saturated with strange energy, nephelium has all the alloys however can require extraordinary skill and
attributes of iron (it is ferrous), except that is knowledge depending on the alloy being sought after.
transparent. It does not add to the qualities of a
Chapter 9 Exotic Material and Items
Obsidian
It is also 100% non-conductive to all forms of
Arising in the wake of volcanic activity, obsidian is electrical energy regardless of source or potency. It
most commonly found buried at the base of long- has a value of some 40 times that of fine steel (i.e.
dormant mountains. Although brittle, it naturally twice that of Stellaine).
fractures into shear edges and smooth planes, a
necessity for crafting knives and arrowheads in days Sarahandium
long past. This greyish-white metal bums hotter than
magnesium (at about 9,850F), weighs about 20%
Obsidian holds the appearance of a shard of glass, but more and is ignited in only three ways: natural heat
with a natural shade ranging from deep purple to of 5,000°F +; arcane heat of a minimum 60 HP
black. Smooth and reflective, obsidian will often potency; any electrical shock/charge of minimum 55
display its contours with a glossy sheen. HP potency. Nothing else, it seems, will cause this
very light but fairly strong (as strong as aluminum)
Coming into sharp contact with an Obsidian object metal to burn.
may cause a creature to take ld4 piercing or slashing
damage. (This property does not increase the damage Note also that, once alight, it will consume a 1'
dealt by obsidian weapons, or allow obsidian armor diameter rod of itself at the rate of l' in length every
to inflict return damage.) 30 seconds. Such a burning rod would produce a 30"
diameter area of 10 times full sunlight brightness and
Weapons made of Obsidian that deal either piercing have a damage potential of 1D20 HP potency per
or slashing damage gain the positive benefits of both second of contact with the "flame" or rod tip. The
damage types, and only suffer downsides that affect light decreases in intensity by one full daylight of
both damage types. brightness for each 5'' in diameter more than the
initial 30".
When a creature makes a grapple attempt against a
creature wearing obsidian armor, it takes ld4 slashing For example, at 45" from the source, it would be 7
damage. times brighter than full daylight; at 60', it would be 4
times and, at 75" only equal to daylight intensity. The
Orichalcum: heat damage also radiates outward about 18', each
one inch from the burn point, subtract one HP from
Orichalcum is a form of copper found deep in the the 1D20 roll (1 HP minimum). Thus, just getting
ocean. It must be worked into a final form by water- near it can burn you! It is too bright for most
dwelling creatures, for it spoils and becomes normal humanoid eyes to view directly. While not rare, this
copper if it touches dry air before it is tempered. It is material is not common either and is most often used
a deep reddish-bronze. Orichalcum was worked by in alchemical processes or (very rarely) by thieves to
eladrin and fey in days before men walked under the cut through metal vault doors and such.
sun. They bore it in Orichalcum weapons cost as
adamantine weapons to make. The material confers The thieves call their fire cutters "Dragons' Tongues".
no particular benefits to armor. Orichalcum does not Each 1' in diameter by 1" long slug is worth about
rust or corrode. 400 GS. It is most often found in deep mines. Note
that Sea Elves use it to light their way underwater.
Rosantium
Silbony
This pale, rose-colored metal is so rare as to have
been seen only eleven known times in the past 17,000 Said to be incredibly destructive to those things
years. Note also that it has never been seen in any undead, it's merest touch is capable of disrupting
amount greater than a 7” bladed dagger either. It has lesser creatures of this type and of burning horribly
approximately the same weight (99.875%) as those considered "greater" undead. It does conduct
aluminum but has most of the same tensile properties magik, unlike its nonnal silver counterpart (which
of titanium, heat resistance properties of the finest doesn't), is as hard as carbon steel but as light as
bronze and one "special" property: for each hour's aluminum. All weaponry made from Silbony is said
exposure to direct sunlight, it will "glow" (at half to be "+ 3" and capable of striking/affecting all
sunlight brightness) for 20 minutes -sort of a metallic creatures (from demons to demi-gods). A creation of
"sunstone".
Chapter 9 Exotic Material and Items
the titan race who called it "Saerai” it is as valuable manner of working are known only to those Mist
(ounce for ounce) as Mithril Elves who live in their woodland kingdom.

Skybough Amber Over the millennia since it was first worked, many
weapons and a fair number of pieces of armor have
In the elemental plane of air, colossal, buoyant trees been made from it. Almost all (98%) are still in Mist
known as Skyboughs raise their branches to the Elven hands. Those few items that are not are mostly
heavens. Although wood harvested from a skybough pieces destroyed or similarly lost in situations of peril
quickly loses its buoyant properties, its hardened sap Virtually none are in non-Elven hands by gifting or
does not. direct trade/sales. They value it too highly to disperse
it to "lesser races".
Skybough amber has a brilliant white sheen, like a
luminous pearl. Warm and soft to the touch, it leaves This unique metal is one of the finest "non-magical"
a pleasant milky scent in the air. Raw sap must be left kinds available in Dunya and is a much-coveted
to harden for two months before it becomes hard possession by non-Elves (especially) as well as
enough to work with. Elves. The fact that it does effect/strike all known
things (undead to were-creature) may have a lot to do
Skybough amber weighs nothing, and it slowly floats with this. Cost wise, it is worth about 20 times fine
to the ground when released. As the amber increases steel (i.e. a 15 GS dagger would cost 3(X) GS in
in temperature, its buoyant force increases. In hot Stellaine). All items made from this metal are
conditions, it rises into the air and reaches considered "+ 1" and of sharpness, just on general
equilibrium while bearing weight equal to its volume. principles.

In furnacelike conditions, it can bear up to 10 times Stormphrax


its weight equivalent before reaching equilibrium.
(Since skybough amber is weightless, it can't be In rare cases, great storms from the elemental plane
measured by weight. One pound is considered to be of air have been known to cross into the prime
equal to one 6 inch square block.) material. When a bolt of lightning is released from
one of these raging maelstroms, it crystallizes upon
When skybough amber ammunition is fired from a impact with the ground to form a jagged spire of
ranged weapon, or a weapon with the thrown glimmering stormphrax. Description: Stormphrax is a
property is thrown, the range of the attack is doubled. crystal of concentrated lightning, elemental power
Melee weapons that don't have the thrown property incarnate. It takes the appearance of a pure, light blue
gain it (range 20/60) but don't have their range crystal with bright tendrils of electrical power
doubled. Additionally, weapons gain the finesse coursing below the surf ace. Despite maintaining a
property. brittle integrity, it's instability makes crafting with it a
difficult prospect.
Creatures wearing armor made of skybough amber
fall at a rate of 60 feet per round, don't take fall When a fragment of stormphrax is snapped or
damage, and can land on their feet. destroyed, it annihilates and deals 3dl0 lightning
damage to each creature within 10 feet of it. Even
Flying Ships
when stable, sparks jump to it from metallic surfaces
Skyships fly using massive deposits of skybough within 10 feet of it, and it constantly emits an audible
amber contained in the ships core. The altitude of the buzzing sound. Any creature that comes in contact
ship is controlled by heating or cooling the deposit with it gets shocked and can't take reactions until the
through a system of furnaces. beginning of its next turn. Worn and carried items
usually include padding that protects the owner from
Steilaine this effect.

This silvery-blue metal weights about 2/3 that of fine Weapons made of stormphrax deal lightning damage
steel but is very close to four times harder. It is also rather than their regular type, and a creature hit by
some 20% less brittle than said steel and about 25% one can't take reactions until the beginning of its next
more heat resistant. Its origins, composition (if, turn due to the natural property of stormphrax.
indeed, it is an alloy and not a pure metal) and
Chapter 9 Exotic Material and Items
Creatures wearing armor made of stormphrax have
resistance to lightning damage. (Striking a creature A rare and exceptionally hard fantastic metal with
wearing stormphrax armor doesn't provoke the great tensile strength and the capacity to “store”
shocking natural property.) magical force. It is worth at around two times its
weight in platinum. Its weight is about 20% that of
Transcendental Bronze steel. It corrodes very slowly when exposed to strong
alkaline substances.
Perhaps the rarest of all metals, this mysterious
element only forms in the far reaches of the outer It does not hold an edge well. It is a dull gray-green
planes. Transcendental bronze distorts the weave into in node form. One ounce of the metal contains, and
multidimensional spirals, endlessly echoing every can contain, sufficient magical energy to power one
twist and vibration that passes through it. spell of middling sort. Tilferium is always alloyed
with other metals, the maximum part of any sucmix
Transcendental bronze is a soft metal with a being one-tenth. This is done to strengthen the alloy
burnished surface ranging in color from coppery to and to allow the containment of magical energy
golden depending on the angle of the light. A faint placed within such objects as are ten forged from the
hum can be heard when the metal is touched by alloy.
magic.
Gives a +3 bonus to armor made from this metal. If
Transcendental bronze can be made into magic items wearing armor or using another magic item of this
5 times faster than usual. metal, it gives the user a Spell Resistance of 1 +
caster level (up to 3, if the character is a spell caster).
When transcendental bronze comes under the effect
of a spell which lasts for 1 minute or longer, it True lce
internalizes the spell, causing it to persist for 24
hours. The spell persists even if the caster fails to A rare and exceptionally hard fantastic metal with
maintain concentration or chooses to end the spell. great tensile strength and the capacity to “store”
The caster still has full control over the behavior of magical force. It is worth at around two times its
the spell; for example, they could use their bonus weight in platinum. Its weight is about 20% that of
action to reapply the damage of an internalized Heat steel. It corrodes very slowly when exposed to strong
Metal spell. When an internalized spell reaches its alkaline substances.
original duration, its effects immediately end on all
creatures and objects beyond the bronze item. For It does not hold an edge well. It is a dull gray-green
in node form. One ounce of the metal contains, and
example, if an Animate Objects spell is cast on one
can contain, sufficient magical energy to power one
bronze object and nine regular objects, the regular
spell of middling sort. Tilferium is always alloyed
objects will be animated for 1 minute while the with other metals, the maximum part of any sucmix
bronze object will be animated for 24 hours. being one-tenth. This is done to strengthen the alloy
and to allow the containment of magical energy
Only one spell can be internalized at a time.
placed within such objects as are ten forged from the
Whenever a new spell becomes internalized, a
alloy.
previously internalized spell immediately ends if it
has passed its original duration or the caster did not In the deep north, and at the peaks of the highest
maintain concentration. mountains, the raw cold of the elemental plane of ice
Transcendental bronze armor also internalizes spells seeps through into the prime material. Suppressed to
that were cast upon its wearer. If the armor is doffed, an unfathomably low temperature, the ice that forms
the spell's effect is suppressed until a creature dons there loses its ability to thaw. Known as true ice,
the armor. Example ltemi Hooded Lanturn of items built of this material can withstand the fiery
Darkness. heart of a volcano, never mind the heat of the sun.

A lanturn made of transcendental bronze will The enormous density of true ice makes it heavier
maintain the Darkness spell for 24 hours. The hood than lead and stronger than steel. Though it looks
can be flipped down to quickly contain the spell. much like regular ice, it's darker, stormier interior
betrays its nature. A room containing true ice
Tilferium instantly feels chillier, and a creature in contact with
Chapter 9 Exotic Material and Items
true ice feels as though its vital force is being drained and radiate heat even when it has cooled and is
from its body. always hot to the touch (though not unbearably so).

True ice never melts, and it's immune to any effect Vulcanite is a rare metal with an affinity for fire.
that would harm it due to heat. Any nonmagical Arms and armor involve fire enchantments and
flames that come within 5 feet of true ice are protections. Vulcanite is prized by Fire Giants and
automatically extinguished, and any creature that Salamanders for crafting arms and armor. For these
come into contact with it has its speed reduced by 10 and other fire-dwelling creatures, it is a symbol of
feet until its next turn. Worn and carried items status.
usually include padding that protects the owner from
this effect. Working Vulcanite Ore requires high levels of heat
and thus requires either magical workmanship or
Weapons made of true ice deal cold damage rather forging by creatures which inhabit a similarly
than their regular damage type, and a creature hit by scorching environment. It is otherwise easy enough
one has its speed reduced by 10 feet until it's next to craft.
turn due to the natural property of true ice.
Yaddrakk
Creatures wearing armor made of true ice have
resistance to fire damage. Weapons cause an This naturally occurring metal is 25% harder yet 15%
additional 1d6 cold damage. While amror get a +2 lighter than "normal" grey iron. It and the black steel
Save vs Heat and Fire (called ''Yaddrann") made from it hold arcane and
mystik powers within it more strongly than any other
(Striking a creature wearing true ice armor doesn't known substance. Thus, many of the magik weapons
provoke the slowing natural property.) and armour of olden times were made from it.

Vartium Sadly, however, the veins of this metal, deeply


locked miles beneath the earth, were played out and
This shiny blue-green metal is fairly rare and usually no new quantities of this great metal have been seen
seen only in small (1-3 lb) amounts. Mined almost nor source discovered in over 10,000 years. Its value
exclusively by the Var-Tanga clan of orcs, it has a now is, weight for weight, equal to Platinum but only
value of about seven times that of pure gold. Its one a few of the dwarven kind still know the secrets
major property is that it has an inherent 60% magic necessary to the working of this wondrous iron/steel.
resistance. Otherwise, it resembles a good nickel- If one is lucky enough to acquire weapons or armor
steel in its tensile and heat resistance properties. of this metal, they should be considered as + 1 (iron)
There is some evidence to support old alchemical and + 2 (steel).
legends that, when alloyed with mithril (in an
unknown percent combination) the resulting “new” Xagium
metal is close to adamantium in most ways, this
legendary metal has the name “Vartril”. A very rare and very hard metal with incredible
tensile strength and the capacity to “store” magical
Vulcanite Ore force. It is worth at around four times its weight in
platinum. Its weight is about 50% that of steel. It
Vulcanite is a bright orange ore found near lava flows does not rust or tarnish, and it is a non-conductor of
and areas subjected to sustained magical or electricity. It holds an edge of great keenness very
supernatural heat. It can be found in the outer planes well. Although difficult to work, it can be forged as
or the material plane in decent quantities. Even so, flexible or unyielding. The metal has a dark metallic
mining it can often prove problematic due to the blue color that tints other metals with which it is
environments in which it tends to be located. alloyed. One ounce of the metal contains, and can
contain, sufficient magical energy to power one spell
Vulcanite ore is particularly receptive to of highest sort, or about 150% the energy of tilferium
enchantments relating to fire and heat. Weapons (see above). Xagium is always alloyed with other
enchanted with fire spells tend to be particularly metals, the maximum part of any such mix being
potent while armors offer added resistance to fire and one-eighth, thus giving that much blue color to the
heat. Vulcanite is otherwise similar to iron in weight mixture. This is done to strengthen the alloy, give
and hardness. Worked Vulcanite tends to shimmer flexibility and durability to it, and to allow the
Chapter 9 Exotic Material and Items
containment of magical energy placed within such and is 100% resistant to all acids of less than 300 HP
objects forged from the alloy. potency. More powerful acids do 10% damage for all
HP above 300, each 25 HP thus done being enough to
Gives a +4 bonus to arms and armor made fro this destroy a 6" inch square of material. Otherwise, it is,
metal. If wearing armor made from this metal, any in all ways, like grey silk. Fairly rare, it is
electrical-based magical attacks do only half damage encountered only 5% of the time.
with no save, and no damage with a successful saving
throw. Blue Silk:

Also, if wearing armor or using another magic item Derived from the rare and deadly "sea spiders'', it is
of this metal, it gives the user a saving throw bonus about half the weight of grey is 99.9% air tight to
of 1 + caster level (up to +5, if the character is a spell 1,000" depths, capable of supporting 1,250 1bs on
caster). 1/8” strand (50” roll into the a ball the siz.e of a large
marble) and equivalent to AC 6 in clothing from. It is
Silks very, very rare and seen only 1 % of the time. The
On Dunya there are some very large species of color ranges from deep navy blue to light sky blue.
arachnidae (spiders), most of which create "silk" to
one degree or another. Webs, tunnel lining; and so on Red Silk:
are the natural uses for it in its "raw'' form. However, Ranging from bright scarlet through dark bride red to
when processed and otherwise alchemicaly treated, it
pale, pinkish-red, this exceedingly rare silk comes
becomes one of the moot precious of all cloths
from the dread Red Fang spider. In all ways, it is
known. Here then are the most usually found types,
identical to grey spider silk save one: the silk is 100%
their special properties and a few notes about them.
fireproof vs all heat/fire of 500 HP potency or less.
Grey Silk: Greater heat docs 5% damage for all HP greater with
each 30 HP above this amount being enough to
Standard grades from most common giant arachnids destroy a 6' square of the silk. It is so rare, it is
(usually of the ''wolf” or tarantula types) make up this encountered only 2% of the time and seldom in any
type. Color will range from light steel grey all the amounts sufficient for clothing pieces larger than,
way to dark charcoal grey. All are equivalent to an say, a glove or two.
AC 5 chain mail armor when woven into clothing.
Water beads off it like a duck's feathers and a 1/8” White Silk:
diameter rope can support up to 2,600 lbs. That rope,
Taken from the northern snow spiders, this rare silk
if 50' in length could be rolled into a golfballsized
(seen 3% of the time) will support 2,000 lbs on a 1/8”
sphere quite easily and would weigh all of 6 ounces
strand, is equivalent to AC 5 in clothing and is
or so. This is the most common kind of spider silk,
generally like grey silk otherwise. It also insulates
encountered 60% of the time.
against cold so well that up to 120 HP potency of
Black Silk: same would not penetrate a single layer of the silk!
121-200 HP potency cold does 5% damage, 201-250
This shiny ebon silk is derived from certain western HP does 10%, 251-300 does 20%, 301-350 does 50%
breeds of cave spider and has all the properties of the and 351-400 HP does 75% damage beyond that layer.
grey except that it is slightly stronger, able to support These damages are for the items HP beyond 120 HP
3,000 lbs on a 1/8” diameter rope and is AC 4 in and each "step" thereafter in their proper proportions.
clothing form. Neither very common nor very rare, it The extra cold doesn't harm the silk, just penetrates
is encountered 15% of the time. Do note that it is it!
highly priz.ed as "armour" by Assassins.
Color ranges from snow white to a sort of ivory
Emerald Silk: cream color, however, it is "fluffier" than most spider
silks, 50’' of this rope would form a baseball sized
A translucent emerald green silk derived from a
sphere.
particularly nasty and hard to kill jungle variety of
tree-climbing wolf spider indigenous to jungles. This Spiga Silk:
silk supports about 2,400 lb; on a 1/8” thick strand
Chapter 9 Exotic Material and Items
Silk from the dread Spiga is exceedingly rare (1 % some not but all are usually a sort of yellow grey in
chance) and almost never available in any significant color. This silk is common enough to be encountered
amount (ie. more than 6 square inches). It is AC 3 about 12% of the time.
equivalent in cloth but weighs about 50% more than
ordinary grey silk. Thus 50'' of 1/8” rope would Magical Minerals
weigh about 9-10 pounds and would roll into a sphere Deep in the earth the energy from the ley lines seeped
about twice the size of a golf ball That 1/8” strand during the Erupting Earth. It changed ores and
can support up to 4,000 lbs and the silk has several metals into the fantastical, granting some items
arcane properties: inherent magical power.
1) Adds a 20% MR to any wearer fully covered. Magical minerals are typically found in crystalline
Less coverage means less MR add by GM form. They can be used as gemstones for crafting
adjudication. wondrous items or pulverized and melded into other
2) Cuts all fire damage (up to 100 HP) by 3/45 and metals and alloys by talented mage-smiths. Magical
stronger potency beat does %of less 􀇡e. All fire of minerals can also serve as powerful reagents for other
250 HP potency and above does full damage point for magical effects and crafts. They are extremely
point to the wearer and each 25 HP worth more than valuable in all of these capacities.
this (250 HP) will destroy 4 square inches of the silk. Almacite
3) Lightning to 120 HP does only half damage to a These milky white crystals form near strong
wearer but full damage beyond this. Also, each 50 positively-aligned energy fields. This can often be in
HP above 500 HP (at one shot) will destroy 6 square the vicinity of consecrated terrain or near old temples
inches of the silk. dedicated to gods of justice and fairness. It can also
4) It insulates vs cold so well that 20% of the same be found in the higher planes.
(damage wise) is always negated for its wearer Almacite crystals can be crafted into gemstones for
regardless of potency or origin. use in magical items, or be enchanted and pulverized
5) It is 100% acid resistant itself but porous enough for other purposes. Almacite used in amulets
so that 1-5% will seep through in 1D10 melee increases life and vital- ity. It can also provide
rounds. By the same token, this silk is not entirely protection from effects that would drain one’s life or
waterproof either. mental force. Almacite is relatively easy to cut and
work and most smiths will have little trouble with it.
6) There is a 20% chance that any and all arachnid
"smelling" this silk (in any large amount) will not Almacite is greatly coveted by all sorts of people,
attack its wearer believing him to be a spiga! Of noble or nefarious, for the life force energy it
course, all spiga tend to go berserk smelling it and contains. Almacite is easy to cut and therefore greatly
immediately attack the wearer (95% chance)! prized. Almost anyone can work it. It can be used to
boost the power of various magic items so that they
This is the only spider silk that does not float. In fact, boost the bearer’s life force in a variety of ways.
it sinks quite rapidly in water. It ranges in color from Almacite can be found near consecrated ground.
a ''translucent honey'' to solid amber and frequently Almacite can be used as a powerful and re- usable
retains a very strong odor reminiscent of mint leaves. spell component. Clerics and holy warriors value its
natural ability to boost positive energy flows.
PseudoSilk / HalfSilk:
When used as a material component for spell casting
This is not true spider silk but similar substances alamacite boosts the potency of the spell adding an
taken from other (usually large) insects that ''weave" extra die to the damge healed.
nests and such. Most often equivalent to AC 6 or 7 in
cloth form, it is also about three times heavier than Carbonite
grey silk and not nearly as strong. A 50' long 1/8”
diameter strand would support about 800-100 lbs, roll Carbonite closely resembles anthracite coal and is
up into a hard-ball sized sphere and weigh a bit over made of similar stuff. Carbonite forms from the
a pound (18-24 ounces). Some forms are water-tight, decayed and compressed remains of magical life. As
Chapter 9 Exotic Material and Items
such it is often found in proximity to its cousin, coal. Cavicite is also highly receptive to magic that
It is estimated that approximately 1% of all coal is manipulates water and is a fairly common feature of
actually carbonite. As such, it can be found in some magical items crafted by aquatic denizens.
abundance. While Carbonite is not readily discernible
from coal, it has a higher burning temperature and Cavicite is a magical crystal that is found under-
emits low level magic. water. Cavicite can be used by mages to enhance
strength, constitution and water effects. It is highly
Carbonite’s higher burning temperature is perhaps prized by aquatic races. Cavicite is very hard and
the easiest way to separate Carbonite from coal. requires magical gemsmithing in order to maximize
While being magical, carbonite tends to yield low its potential. As a reagent it can strengthen most
quality magical items. Its greatest use is as an alloy magic making spells harder to resist.
ingredient and hardening agent for other metals,
including the hardest and strongest magical alloys. When used by Water Elementalist cavicite makes it
even harder for targets to resist their spells. It gives
Iron forged with carbonite yields significantly the target +2 on their save vs. the spell cast by the
stronger steel. Armor made with carbonite-forged Aquamancer.
metals also provides significantly improved defense.
Chlorophite
Carbonite is similar to anthracite coal but magical. Chlorophyte is an enigma, a living mineral with a
While the mineral is not uncommon harvesting latent psionic signature all of its own. It slowly
carbonite is tedious. Carbonite is greatly desired by converts mud and stone into more of itself, forming a
smiths of all kinds. Improper refinement of carbonite vast network that has expanded deep underground.
undermines the efficacy of the mineral. It must be Long a mystery; scholars now believe that it arrived
centuries ago when an errant meteorite fell from the
pure to fulfill its function. Impurities will yield
stars.
metals no better than their nor- mal cousins. Thus,
some skill is required by smiths looking to refine This bright green mineral forms a complex lattice in a
Carbonite. host material, usually stone. Possessing only the
barest glimmers of thought, chlorophyte turns its
Items forged with carbonite gain a +2 to saving
psionic power to suit the intentions of intelligent
throws vs. crushing and breaking.
beings in physical contact with it.
Cavicite
Chlorophyte may be used by psionic characters to
Cavicite is a deep blue crystalline mineral that store PSP. Based on the size of the chlorophyte the
appears in rock formations exposed to deep waters character may store the PSP for later use. They may
and elemental water. It forms far away from sunlight be reused.
in the extreme pressures of the darkest water. Here Size PSPs
the crystals absorb the magic of various underwater Small 5
Medium 15
denizens like Aboleths and Kraken. Cavicite crystals
Large 30
can even form near underwater temples or near the
Huge 60
domains of aquatic spell-casting races. To these
denizens Cavicite is a much sought-after treasure. Magicite
Cavicite is an extremely hard mineral to cut but is not The most prized and useful of the magical minerals,
particularly difficult to imbue with magic. The Magicite crystals are brilliant red or pink in color.
greatest difficulty when it comes to Cavicite is the Magicite contains concentrated raw magical energy.
actual mining of the ore as it tends to be inaccessible Magicite can form anywhere where there are strong
to non-aquatic folk. Cavicite is imbued with strong and sustained magical flows. A dragon’s lair, beneath
auras that affect strength and constitution. It also a school of magic or in the corners of an alchemists
seems to fortify magical affects making them more lab, where there is magic, there is Magicite. Although
difficult to resist or overcome, as the case may be. the quantities will of course vary from place to place
depending on the strength of the arcane fields.
Chapter 9 Exotic Material and Items
Magicite acts as an accelerant to all magical effects, utation, a great many smiths are reluctant to work
enhancing and enlarging whatever magic is present. with the material out of suspicion over what it might
When used in magic items, it makes their magic more be used for.
powerful. If it pulverized and used as a crafting
material, the resulting material will have its magic When used by necromancers in spell casting they
affinity increased and strengthened. There is literally may cast spells 1 round sooner, sometimes this means
no limit to Magicite’s usefulness. instantaneous or increase the effect of the spell. The
spell will act as if cast by a caster one level higher for
Magicite is basically raw crystallized magic. every pound of necrocite.
Magicite’s magical affinity is unparalleled. It is
useful in nearly any and all crafting or magical Uridium
endeavors. It is highly sought after and comparatively This unusual mineral appears as a luminescent but
easier to find than many minerals. Anywhere there sickly green crystal. It is typically found in the
are strong magical fields present, magicite will form. underdark in the presence of bioluminescent fungus.
Magicite is not particularly difficult to work with It seems to form as a reaction to the magic of the
although mishandling can sometimes dissipate the strange and aberrant creatures that inhabit the
crystal’s potency. The better the mage or smith underground realms. It is a rare thing to find outside
working with the material, the more one can get out of the underdark as few surface denizens are wont to
of the magicite. Magicite can be used as a reagent in venture in search of it. But it is a highly prized
various magical endeavors to spectacular effect. mineral for those that do.
When used by sorcerers in spell casting they may cast Uridium crystals seem to trap psychic energy. Their
spells 1 round sooner, sometimes this means effectiveness in magic items that shield the mind is
instantaneous or increase the effect of the spell. The well known and highly coveted. Uridium infused
spell will act as if cast by a caster one level higher for items can practically make one’s mind impregnable.
every pound of magicite. Conversely, they can be imbued with more offensive
Necrocite purposes to devastating effect. They are also known
to be useful in fortifying one’s own intellect to higher
Necrocite is an opaque black crystal that contains the levels.
very essence of undeath. This mineral forms near
strong negative energy fields like those exuded by Uridium is a mineral found only in the underdark.
desecrated grave- yards and battlefields. It grows Uridium has powerful psychic effects best not
freely in the lower planes. tampered with by the inexperienced. It contains the
psychic essence of dark creatures. Despite this, it is
Necrocite crystals heighten effects that drain life. highly valued by those aware of its existence.
They are often used in dark rituals that demand the Uridium can only be worked by trained and experi-
taking of life forces. Necrocite also provides some enced mages. Unshielded pure Uridium can have a
resistance to holy effects as well as anything that devastating effect on anyone trying to touch it with
seeks to direct positive energy at the crystal or its their mind, potentially causing madness, mental
bearer. The crystal’s affinity for negative energy enfeeblement or worse. Despite the dangers, many
allows Necromancers to harness its power to heal find it profitable to try.
their undead minions or increase the potency of their
own foul magics based on negative energy. If worn touching their skin an item made with
uridium will either provide a non-psioic characters
Necrocite is black crystal that channels contain the with the ability to use with 1-5 of the Psionic Attacks
power of death. This vile substance is greatly coveted or Defenses modes. Extremely potent ones wil grant
by Necromancers and those with an interest in 1-5 of each. An unshielded mind that touched raw
harnessing the effects of un-life. It can be found in uridium suffers the effects of a psionic blast for
areas where death pervades. Unrefined Necrocite is 10+6d6 damage..
dangerous to work with and can potentially kill gem-
smiths who are not familiar with its secrets and Zephyrite
quirks. Only very skilled smiths can handle working
with Necrocite. However, due to its nefarious rep-
Chapter 9 Exotic Material and Items
The stone that changed the world, zephyrite is a
crystal that holds raw magical energy. The stone is Daevacite
pale-blue colored, cloudy and crystalline and is
mined from naturally occurring underground veins. Glowing purple instead of blue, daevacite is
Over eons the zephyrite crystals have absorbed the theorized to be a form of zephyrite corrupted by the
natural background magical energy of the universe, Nether. The crystal is extremely rare and hard to find,
becoming charged with intensely concentrated arcane as it does not appear near sources of zephyrite or
power. auranite. In terms of raw power, daevacite can hold
more magical energy than zephyrite by a factor of 10,
Normally, mages use their own stamina and energy to but the power output is unreliable and prone to
power their spells, but with a zephyrite shard, a mage random power surges.
can draw upon its stored magical energy to power
their spells. Once a piece of zephyrite is depleted of Mages, scientists, spiritists, and artificers are working
magical energy it becomes a dark, opaque blue color hard to fully understand the nature of daevacite and
and no longer emits light. how to harness its power.

Depleted zephyrite has many other industrial uses. Those with an understanding of the daeva and the
nether can use the power of daevacite to lure
This unit gains 1 charge of one of its magical powerful daeva to the veil between the worlds.
abilities, or the cooldown of one of its magical
abilities is reset. It’s reported but not confirmed that those who hold
daevacite in their bare hands or spend a lot of time
A shard of pure charged zephyrite about the length of around the substance hear dark voices in the back of
an outstretched hand and as big around as a drinking their mind.
glass, this crystal glows bright blue with magical
energy. It has a variety of uses. A depleted zephyrite This unit gains 1 charge of one of its spiritual
charge can be recharged by a mage by focusing their abilities, or the cooldown of one of its spiritual
own magical energy on it for a sustained amount of abilities is reset.
time. A mage can spend two charges of their magical
abilities over twenty-four hours to charge a depleted Like a zephyrite shard, this shard holds energy, but
zephyrite shard. instead of magical energy it holds pure nether energy.
In the hands of a skilled spiritist it can be used to
Auranite control daeva or rip open the veil between our world
and the Nether. Depleted daevacite can only be
A variant of zephyrite, auranite is a transparent recharged by ensnaring a minor daeva and extracting
golden-colored crystal that also naturally occurs in their essence into the shard.
caves and veins underground. Auranite does not hold
magical energy, but instead holds electrical energy. Gaianite
In addition, auranite has the unique property of
absorbing sunlight and converting that into stored Gaianite is zephyrite that has absorbed or been filled
electricity. with pure life magic. Instead of blue, it glows a soft
green color reminiscent of grass. It’s rarely found in
Any auranite left in sunlight or moonlight slowly nature and so it is often created by life mages from
charges until it’s maximum storage capacity is depleted zephyrite.
reached. Auranite can also be charged very quickly
by exposing it to lightning. The electrical energy Target self or adjacent allied unit. Heal target unit for
stored in auranite can be discharged in a controlled 8 HP.
manner by connecting it to baldyr contacts.
Gaianite is a form of zephyrite charged with pure life
Auranite crystals hold an exponential amount of energy. It can be discharged directly into a wound to
charge relative to their mass, i.e. one large crystal provide a massive surge of natural healing. Gaianite
holds much more energy than several smaller crystals shards can be recharged by a lifemage focusing
whose summed masses equal the mass of the larger their magical energy into it and spending two charges
one. Auranite can be manufactured by a combined of their Life Magic abilities over twenty-four hours.
technical and magical process, but manufactured
auranite is inferior to naturally occurring auranite. Voidstone
Chapter 9 Exotic Material and Items
the Earth and the Sky over millennia. Magic can be
An incredibly rare form of zephyrite that contains the discharged very quickly from a shard of zephyrite,
power of the void. It can be discharged to change the but refilling it is a long and time-consuming process.
very fabric of time and space. Voidstone is recharged To recharge a shard of zephyrite, one or more mages
as a special reward given by the GM for exceptional must touch the shard, exert their will, and focus their
play: an excellent role-play scene, a clever battle mental and physical energies into it. For a complete
tactic, or altruistic self-sacrifice. recharge of a palm-sized zephyrite shard, the
standard size used by mages to power their spells, it
Expend the energy in this shard to change the result requires the constant energy input of one mage’s
of one die that has just been rolled, before the effects magical energy for a period of 24-30 hours. Multiple
of the roll are resolved. mages working simultaneously can speed up the
process, and the process does not need to be
consecutive. Zephyrite holds its charge in a very
stable state, so a mage could charge the stone
partway, take a break, and finish charging it at a later
time. The process is mentally and physically taxing,
leaving the mage completely exhausted, as if the time
spent charging the shard were spend performing
strenuous physical labor.

Items of the Ancients


Zephyrite Auranite Daevacite
The Ancients or Insan, were the original inhabitants
of Dunya. They disappeared during the Erupting
Earth, becoming the human races known today. Not
all of their influence I gone though, occasionally an
item of ancient origin is found. These items are
collectively called items of the ancients. The
different types are described below.

Meyn an Dhragon

Dragon Stones are amber colored gem stones found


Gaianite Voidstone only in Faerie. These stones are mined by Pixies who
are the only beings capable of shaping and harnessing
their magically potent powers. Veins of these stones
Zephyrite-powered Magic lie deep in the earth where, mysteriously, only the
Pixies can locate them. Many other races have tried
When the sapients began to realize that the glowing but failed miserably to monopolize these veins of
blue crystals they pulling from the depths of the magical stones.
earth were storage vessels for magic, the markets
received a massive spike in demand. Scientists, Latent inside them rests a magical fire that will ignite
laboratories, and the new mage guilds all desperately in the presence of other magics instantly. The origin
studied the potential power of zephyrite. behind these fiery enchanted gems is unclear, except
that anything into which they are inlaid becomes
A mage that holds a shard of charged zephyrite in magical and enchanted. The larger the size of the
their hand while casting magic can take the power Dragon Stone, the greater magic that is kept within it.
required for casting the spell from the zephyrite
instead of their own body and mind. Over time, doing Carat Size Magical Capability
so depletes the stored magical energy in the 1 0.5 Carat - +1, 1st-2nd level spells
zephyrite. 2 1 Carat - +2, 3rd-4th level spells
3 2.5 Carat - +3, 5th-6th level spells
Recharging Zephyrite 4 8 Carat - +4, 7th-8th level spells
5 22 Carat - +5, 9th-10th level spells
Zephyrite gets its magical energy from being stored
in the earth for so long, absorbing the latent magic of
Chapter 9 Exotic Material and Items
It is the DM’s decision as to how many spells or the particular down which contact is established, is
Faery abilities can be ‘uncovered’ or ‘awakened’ per random.
gem stone. Dragon Stones do not have to be shaped
or carved to possess the innate magic within them. Links
They will only appear as fiery, amber-like stones,
cold to the touch. There are 2 ways in which a link is established: 1)
Parent and child crystals(explained further down) are
There is no limit as to how many of these stones can automatically linked 2) Any person already attuned to
be inlaid into items, but the DM must place limits on a crystal, who presses a bleeding finger to another
how often their powers can be used in game-play. All crystal has established a link. Wards may be placed
beings can use these stones and their latent magic, on links to prevent unwanted contact. There are
but only after they were originally worked by Pixies. several spells and skills which may temporarily, or,
in some rare cases, permanently sever a link.
Blood Crystals and the Craft of Crystal Seering
Establishing contact
"Picture all the crystals as a huge, multidimensional
web, with the crystals themselves being the place After becoming properly attuned to the crystal, one
where strands are joined, and the strands being links. may easily establish contact along a link, simply by
The Greatest Crystal lies at the centre, and a strand, concentrating for one round. The initiator of the
or link, connects each greater crystal to it. And contact sends his mind along the link, and "requests"
remember, there are secrets within secrets within interaction. The destination is the person who is
secrets..." attuned to the crystal at the other end, as long as he is
--Master Terari within 100' of the crystal. If not, then no contact may
be established. The recipient feels a brushing in the
Crystals of Communication back of the mind, easily recognisable as a request for
contact, provided he has ever been contacted before.
These items, varying in color from clear to pink to However, there is no means of discerning precisely
red-black, allow a certain amount of communication who is contacting.
over vast distances. Beyond communication, there is
even some level of interaction. The range is infinite, Communication/attack
while both parties are on the same plane, or not under
the influence of anti-magic (such as being in the The first part is easy, provided the recipient is
Hollow World). In a sense, it is not simply one item, willing. If the person feels the brush at the back of his
rather an entire setting which is accessed by that mind, and opens his end of the link, then
item. There are strong incentives to keeping the communication may occur. It is completely mental,
fashioning, use, and even existence of these crystals a but requires concentration to maintain.
secret.
An attack occurs in any of the following scenarios: 1)
There are 2 basic elements to the crystal. One is the Instead of requesting contact, the initiator states his
crystal itself, which must be attuned to the user, and desire to attack, 2) Instead of simply refusing contact,
the other is the link. Links are the non-material paths an unwilling recipient states his desire to attack, 3) If
over which communication and interaction occurs. an initiator is attempting to break a ward.

Attunement The first scenario may present a surprise for the


recipient (rolled for normally) and the 2nd may be a
When one picks up a crystal, he becomes aware of surprise for the initiator.
"something" attached to the crystal. It is an empathic
sense of a bundle of strands leading off into the void. The attack itself is determined by having both sides
If the holder concentrates on a strand, he establishes add up as many of the following as apply, and add
contact and becomes attuned to the crystal. A newly that number to a d100. The higher roll wins, and the
created crystal has only one link. Therefore, contact difference is applied to the table below the bonuses.
is established with the holder of the parent crystal. If Mage: +1
the crystal is older, and has more than one link, then Greatest Crystal: +15
Chapter 9 Exotic Material and Items
Greater Crystal: +5 different points along the web, and if the way is
Will Training Skill: +1 to +5 known, travel may be had between the various points.
Strands are joined at the crystal, so one may well
Additional "temporary" bonuses: assume the joinings also represent those who are
Surprise: +10 attuned to the crystal. This is not always the case. In
Distracted: -10 some rare instances crystals have become attuned to
an area. Depending on how long the attunement has
Results of Will Battle (based on the difference been in place, the crystal (and the place itself) may
between victor and loser) have gained sentience. In this case, contact and
10--stunned 1 round. victor has surprise for next combat occur with a very elemental intelligence. The
round, if combat is continued results do of combat do not really apply as normal in
30--damage 1d10 these situations, rather it is more like "beating to
50--damage 2d10 submission". When an initiator of contact battles and
80--paralysis 2d4 rounds wins against a place, he is free to move to that place,
95--unconscious or gate creatures there. But he does not ever "kill" the
100-death intelligence. To do that, one must actually travel to
the place, and cast all sorts of purification spells.
There are 3 different versions of the Crystal of
Communication. The Greatest Crystal is an altar- One might also find crystals that have been attuned to
sized object that lies at the heart of the Imperial any sort of intelligent creature...orcs, dragons...rarely
Palace and is attuned to the Empress herself. The undead.
Greater Crystals are created by sacrificing a slave
atop the Greatest Crystal. The blood congeals into Common Skills
crystals much smaller than the Greatest. They are
about heart-size, and when washed, are completely These skills are learnable by anyone.
clear. From the time of Kerothar till the reign of
Tylion III, imperial princes and princesses were 1) Crystal Will Enhancement--this provides a direct
brought before the Greatest Crystal to have greater modifier to will battles involving the crystal and
crystals made for them, or passed to them. By the involving intelligent weapons.
latter, I mean as an inheritance. Tylion III put a stop
to the creation of the greater crystals, as he felt the 2) Mental Block--this is a simple, non-magical skill,
methods involved were needlessly barbaric. involving the user concentrating on a mundane object
(usually a brick wall) and visualising it in explicit
Lesser crystals are created through the sacrifice of detail. A successful skill check will act as a blocking
any being (not just human or sentient). A greater ward to anyone trying to contact the person. He will
crystal must rest atop the victim's heart in order to still feel the attempt to contact him, even through the
work, and the resulting lesser crystals are the size of a ward. To maintain the block, strict concentration
man's palm. must be held. Therefore, the person may only move
at half speed, and will lose concentration if attacked.
Crystal Maximum number of links
Greatest Unknown 3) Sever contact--while this skill does not actually
Greater 12 sever the link, it will sever contact and is useful if
Lesser 6 one is losing a will battle.

It is not required for a crystal holder to be a mage or a The skills are learnable by anyone, but typically are
priest. There are, however, dangers involved for taught only within the circles of the secret Craft of
those who don't know what they are doing. It is Crystal Seeing. It is rare to find anyone willing to
rumoured that one trained in the Craft of the Crystal teach a non-member, and likely the tutor would be
Seer, can sever links, force unwanted links, and even contacted by other Seers after dispensing such
send creatures through a link to do battle. information.

The "Crystal world" can be imagined, as Terari said, The Craft of Crystal Seeing
as a huge web radiating from the central crystal.
Simple communication may be achieved with the
Chapter 9 Exotic Material and Items
These fellows know a little more about the crystals, 5th Circle: Enter Tirna Cryst'ogh--the mage may
and perceive the crystals and links as a vast actually enter the land of the crystals. He perceives
world/plane/universe. This "place" is known as Tirna this world as a series of crystal globes, connected by
Cryst'ogh, and is spoken of as a theoretical place, or a crystal tubes. Outside of the globes, visions and
metaphor, among the lower members. The higher portents may sometimes be seen. The mage may
members are actually aware of its real existence, but travel along the links (tubes) and arrive at termination
whether the place is an actual plane, crystal sphere, or points, from which he may make a second throw to
a mutual delusion among the Seers, is unknown. re-enter the real world. Wards are perceived as
magical symbols, and must be handled through the
1st Circle: Crystal Hopping--successfully same methods as "Symbol", or by attempting to break
accomplished, this allows the mage to bypass the the link.
termination of a link, and move his mind along a link
connecting to that termination. In this manner, Wards
communication is astronomically increased. Failure
leaves one helpless and open to attack from the Wards may be established through spell or craft. The
termination point. The being at the termination point spells follow, listed by level. They may be either
may choose to attack or communicate. If he attacks, clerical or mage, and they come in a variety of
he does so with the surprise bonus. Whether flavours. All may be cast on self or on another
communication or attack happens or not, once the creature by touch.
contact is severed from the termination point, the
Seer will find himself back at the beginning and must Level 1: Single Shield--blocks one link. It is as if a
start over again. wall separates the user from the receiver. 2 hour
duration.
2nd Circle: Domination--a result of "stun" or
"paralysis" from the crystal will battle will give the Level 2: MindMask--the spell we all know and love,
Seer the option to attack again, with the victory being will sever all links for a duration of 2 hours.
a Magic Jar-like effect. The Seer's original body will
be mostly unresponsive, almost comatose, responding
only to general directions like "go forward", "eat", Level 4: Improved Ward--this sets a permanent until
"sleep" and such. The Seer would be wise to have broken or dropped ward, similar to Single Shield.
very trusted servants on hand.
Level 6: Trap Ward--attempting to break this ward
3rd Circle: Crystal Sending--the Seer may send a results in one of the following effects, each a separate
creature along an open link. The other end of the link spell: fire, lightning, acid, cold, monster, stun, and
either had to be willing to communicate, or be mind.
stunned, paralysed, unconscious, or dead. The
creature has to be present and either willing, or --Each of the damaging wards cause d6 per level of
unable to flee (caged, chained, tied). Only living the caster in damage.
things may be sent through the link, so the chains, --The monster ward releases a monster (usually a
cages, and rope will all be left behind. shadow), effectively breaking concentration.
--Stun lasts for 2d4 rounds and leaves the victim open
4th Circle: Hidden Contact--success means the Seer to attack from the other end of the link.
has opened contact, along an unwarded link, with a --The Mind Trap Ward actually imprisons the mind
termination point. This allows the Seer to listen in on of the attacker along the link. The attacker's mind
conversations, and to send creatures with a little more cannot leave the link until the ward is broken. The
subtlety. disadvantage is that the mind of the attacker may still
be able to attack the formerly warded individual.
--Since each effect is a separate spell, you have Fire
Set/Slam Ward--once a week a ward may be set. The Trap Ward, Lightning Ward, Acid Ward, etc. Each
ward may be of any of the spell types, known by the may be discovered and learned separately. The ward
caster. The same skill allows the Seer to "slam" a is permanent until broken or dropped.
ward down on a link. This can be useful in severing
contact.
Level 7: Death Ward--effects are identical to the 8th
level spell, Symbol. A given Death Ward is only
useable on one link.
Chapter 9 Exotic Material and Items
Level 8: Mind Barrier--straight out of the book, this
will last for one hour per level of the caster, and is
unbreakable.

There are two methods of following a link. One, the


most clumsy way, is to barrel along the link to the
destination. This leaves one open to the effects of any
damaging wards. The second method is more of a
gentle touch, slowly moving along the link with one's
mind until either the destination is reached, or a block
is encountered. The ward's presence may be sensed in
this manner, but there is only one way to find out
exactly what the ward is. It is unlikely that a first-
time user of a crystal will even be aware of the option
to move slowly. Therefore, an ignorant user can
easily get himself killed.

To Break a Ward

Once one realizes a ward is in place, either through


having blundered into it, or through having sensed it,
one may attempt to break the ward. Any tampering
with a ward, causes the being at the other end to
immediately be aware of the attempt. Therefore,
surprise may only be gained by breaking through the
ward in the first round. After that first round, surprise
is rolled as normal for combat. A crystal will battle
occurs, rolled as above, but with none of the results.
If the attacker wins, the ward is broken. If he loses,
he takes whatever effect is designated by the ward.
Multiple attempts may be taken in this manner.
Chapter 9 Exotic Material and Items

EXOTIC MATERIALS TABLES


Cost Cost for Weapon Armor
Metal per lb Arms and Armor Bonus Bonus Description
Adamantine 25gp +500gp +4 +4 deep indigo metal with a soft and lustrous sheen
Adamony 250gp +5,000gp +7 +7 black adamantium
Arcadian Tin 10,000gp +12,000gp -- -- a pure white ore
Aurebony 50gp +500gp +4 +4 black gold
Black Orichalcum 50gp +500gp +5 +5 black orichalcum
Brozahrium 50gp +500gp -- -- brass colored metal prized by seafarers
Cadrium 6,850gp per ounce -- -- -- dense heavy reddish-brown metal
Cold Iron Double -- -- dull gray metal
Corundium Ore 5,000 gp +5,000go +2 +2 dull brown ore
Dark Iron 3,000 gp +5,000gp -- -- non-reflective black metal
Dragon Iron 10,000go +20,000gp -- -- appears as steel with a silvery sheen
Dreamstone +12,000gp -- +2 looks almost like a pale green crystal
Ethril 25gp +500gp +3 +3 black mithril
Fel Iron 3,000 gp +5,000gp +4 +4 bright green iron
Feronite Ore 3,000 gp brilliant yellow ore
Findruine N/A N/A -- -- This is a strong, light, white-bronze
Godsbone -- -- strange rock that resembles obsidian
Greenweave 15gp +300gp -- -- fuzzy and dappled with all the colors of the forest
Hartwood 250gp +5,000gp Wood guided by a fey spirit
Hellstone +600gp -- -- metal that glows and sickens wielder
Hihi'irokane a red/orange metal obtained from hihi'irokane ore.
Hoodoo Loam 5gp +100gp -- -- soft stone that can be reformed
Ignium 500gp +10,000gp -- -- additional 1d6 fire damage/+2 Save vs Cold
Ironwood 3gp +60gp -- -- Wood as strong as iron
Kyrrad -- -- +7 +7 deep sapphire blue metal
Laconium +3,000gp rare and beautiful blue ore
Linte +6,000gp -- -- shiny silver metal with hot and cold properties
Maritime Quartz 35gp +700gp clear crystal, comes in a variety of shades of blue and green
Mawine -- -- pale metal, called the Dark Maws Bite
Mithral 25gp +500gp +3 +3 bright, silver metal near to chrome in its appearance
Mourningsteel 15gp +300gp +1 damage only -- Metal that forms lethally sharp edges
Nephelium +100gp -- -- Transparent iron
Netherium blue or purple metal that exists in abundance as dust in the
Astral Plane
Odsidian 10gp +200gp +2 damage only -- Glassy black or white rock with acute edges
Orichalcum 50gp +500gp +5 +5 Orichalcum is a form of copper found deep in the ocean.
Rosantium 600gp +6,000gp -- -- pale rose-colored metal
Sarahandium greyish-white metal
Silbony 25gp +500gp +3 +3 white metal with black streaks
Skybough Amber 1,000gp +20,000gp -- -- brilliant white sheen, like a luminous pearl. Warm and soft to
the touch, it leaves a pleasant milky scent in the air.
Steilaine 2,000gp N/A +1 +1 silvery blue metal
Stormphrax 500gp +10,000gp -- -- pure light blue with electrical charges on the ends
Tilferium 12,000gp +20,000gp +3 +3 dull gray-green
Transcendental Bronze 4,000gp +80,000gp -- -- a soft metal with a burnished surface ranging in color from
coppery to golden depending on the angle of the light
True Ice 500gp +10,000gp looks much like regular ice, but it has a darker, stormier
interior
Vartium -- -- -- -- shiny blue-green metal
Vulcanite Ore -- -- bright orange ore
Yaddrakk 50gp +500gp +2 +1 black iron
Xagium 20,000gp +25,000gp +4 +4 dark metallic blue color
Chapter 9 Exotic Material and Items

Silks* Cost Description


Grey Silk 300gp per square foot grey
Black Silk 395gp per square foot shiny ebon
Emerald Silk 405gp per square foot translucent emerald green
Blue Silk 665gp per square foot sapphire blue
Red Silk 700gp per square foot bright scarlet through dark bride red to pale, pinkish-red
White Silk 3,000gp per square foot snow white to a sort of ivory cream color
Pseudo/half Silk 200-2500gp per square foot ''translucent honey'' to solid amber

*items made from these silks made into clothing costs about 7-10 times more and takes 5-10 times as long to complete as regular articles

Cost
Minerals per lb Description
Almacite 10,000gp pale white crystal with an inner luminosity
Carbonite 2,000gp closely resembles anthracite coal
Cavicite 8,000gp a deep blue crystalline mineral
Chlorophtye 2,500gp a bright green mineral
Mgicite 4,000gp a brilliant red or pink in color crystal
Necorite 10,000gp opaque black crystal
Uridium 8,000gp appears as a luminescent but sickly green crystal.
Zephyrite 2,000go pale-blue colored, cloudy crystal
Auranite 2,000gp transparent golden-colored crystal
Daevacite 2,100gp glowing purple crystal
Gaianite 1,000gp crystal that glows a soft green color
Voidstone Priceless black crystal that reflects many colors

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