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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.
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.
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.
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.
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.
Meyn an Dhragon
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.
To Break a Ward
*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