Special materials
Contents
- 1 Materials
- 1.1 Adamant
- 1.2 Adamantine
- 1.3 Arandur
- 1.4 Beetle palm
- 1.5 Blue ice
- 1.6 Bluewood
- 1.7 Bronze
- 1.8 Bronzewood
- 1.9 Byeshk
- 1.10 Calantra
- 1.11 Chime oak
- 1.12 Copper
- 1.13 Darksteel
- 1.14 Darkwood
- 1.15 Densewood
- 1.16 Dlarun
- 1.17 Dragonhide
- 1.18 Flametouched iron
- 1.19 Duskwood
- 1.20 Felsul
- 1.21 Gold
- 1.22 Hiexel
- 1.23 Hizagkuur
- 1.24 Ironwood
- 1.25 Laspar
- 1.26 Live oak
- 1.27 Livewood
- 1.28 Mithral
- 1.29 Silver
- 1.30 Soarwood
- 1.31 Phandar
- 1.32 Roseneedle Pine
- 1.33 Shadowtop
- 1.34 Silverbark
- 1.35 Suth
- 1.36 Targath
- 1.37 Telstang
- 1.38 Thistledown
- 1.39 Vundwood
- 1.40 Weirwood
- 1.41 Wildwood
- 1.42 Zardazik
- 2 Treatments
- 3 Hyborean
- 4 References
| Material | Item | Hard. | hp | Th. | DC |
|---|---|---|---|---|---|
| Paper/cloth | — | 0 | 2/inch | – | |
| Rope | — | 0 | 2/inch | 23 | |
| Ice | — | 0 | 3/inch | – | |
| Glass | — | 10† | 1/inch | – | |
| Leather/hide | — | 2 | 5/inch | – | |
| Wood | — | 5 | 10/inch | – | |
| Wood | Chest, small | 5 | 1 | 1⁄8 | 17 |
| Wood | Hafted weapon, light | 5 | 2 | 1⁄5 | – |
| Wood | Hafted weapon, 1H | 5 | 5 | 1⁄2 | – |
| Wood | Projectile weapon | 5 | 5 | 1⁄2 | – |
| Wood | Shield, light | 5 | 7 | 3⁄4 | – |
| Wood | Door, simple | 5 | 10 | 1 | 13 |
| Wood | Hafted weapon, 2H | 5 | 10 | 1 | – |
| Wood | Door, good | 5 | 15 | 1 1⁄2 | 18 |
| Wood | Chest, treasure | 5 | 15 | 1 1⁄2 | 23 |
| Wood | Shield, heavy | 5 | 15 | 1 1⁄2 | – |
| Wood | Door, strong | 5 | 20 | 2 | 23 |
| Wood | Shield, tower | 5 | 20 | 2 | – |
| Wood | Door, barred | 5 | — | 3 | 25 |
| Stone | — | 8 | 15/inch | – | |
| Stone | Masonry | 8 | 90 | 12 | 35 |
| Stone | Hewn (solid) | 8 | 540 | 36 | 50 |
| Iron/steel | — | 10 | 30/inch | – | |
| Iron/steel | Blade, light | 10 | 2 | 1⁄15 | – |
| Iron/steel | Blade, 1H | 10 | 5 | 1⁄6 | – |
| Iron/steel | Chain | 10 | 5 | 1⁄6 | 26 |
| Iron/steel | Shield, buckler | 10 | 5 | 1⁄6 | – |
| Iron/steel | Blade, 2H | 10 | 10 | 1⁄3 | – |
| Iron/steel | Hafted weapon, light | 10 | 10 | 1⁄3 | – |
| Iron/steel | Manacles | 10 | 10 | 1⁄3 | 26 |
| Iron/steel | Manacles, Mw. | 10 | 10 | 1⁄3 | 28 |
| Iron/steel | Shield, light | 10 | 10 | 1⁄3 | – |
| Iron/steel | Hafted weapon, 1H | 10 | 20 | 2⁄3 | – |
| Iron/steel | Shield, heavy | 10 | 20 | 2⁄3 | – |
| Iron/steel | Door, iron | 10 | 60 | 2 | 28 |
| Iron | Bars (bend) | 10 | 20‡ | 2⁄3 | 24 |
| Mithral | — | 15 | 30/inch | – | |
| Adamantine | — | 20 | 40/inch | – | |
| Adamantine | Manacles, Mw.Ds | 20 | 15 | 1⁄3 | 52 |
- † Officially glass has a d20 hardness of 1, but it’s actually harder than steel (just very easy to break once hardness is overcome).
- ‡ The Hit Points (and diameter) of iron bars are not actually given in the rules. The values are based on real world examples.
Formula for Break DC ? ( Hᴅ×2 + ½Hᴅ/in. )
| g/㎝³ | lb/ft³ | oz/in³ | |
|---|---|---|---|
| gold | 19.30 | 1205 | 11.16 |
| electrum† | 13.59 | 849 | 7.85 |
| silver | 10.49 | 655 | 6.06 |
| copper | 8.96 | 559 | 5.18 |
| steel | 7.9 | 493 | 4.57 |
| stone | 2.7 | 166 | 1.54 |
| wood, dense | 1.2 | 72 | ²⁄₃ |
| water | 1.00 | 62.4 | .578 |
| ice | 0.92 | 57.4 | .530 |
| wood, hard | 0.8 | 48 | ⁴⁄₉ |
| wood, soft | 0.6 | 36 | ¹⁄₃ |
Materials
Adamant
(VGATM-55)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
This is the pure metal form of the hard, jet-black ferromagnetic ore known as adamantite, from which the famous alloy adamantine is made. Adamant is rarely found in nature, but when it is, it is always be in large spherical pockets in hardened volcanic flows.
Adamant is one of the hardest substances known on Toril, but it is also brittle. A sword made of adamant could slice through most metals—but would snap off if struck by another blade or even a smartly wielded wooden cudgel. It sees use in Faerûn only in dwarven experimentation and in styluses used to etch metal with names, strike chased ornamentation, and imprint inscriptions. Such a stylus shatters if dropped to the floor, though the chips can be used to scratch things. Adamant styluses typically costs 35 to 50 gp, if one can be found at all; Waterdeep and the Great Rift of the dwarves are the best places to shop for one.
Adamant is a gleaming, glossy black. Any reflections seen in it acquire rainbow edges, and this peculiar optical property is the sure-fire way to identify this surprisingly light, valuable metal.
Adamant is worth five times its weight in gold and takes enchantments readily. Some dwarves have worked together with human wizards to make adamant plate armor bound about with enchantments so that when it shatters, the pieces hang together around the wearer, providing some—albeit flawed—protection. Specifically, adamant shields against all fire and heat, magical or nonmagical, that it comes in contact with, so a wearer of adamant armor can stride through a small fire (one which still allows him the use of some oxygen to breathe) unscathed and even emerge from a fireball blast suffering only 1d6 points of damage from fiery damage to exposed areas. Items made primarily of adamant automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +6 bonus to all item saving throws vs. magical fire and a +4 bonus to all item saving throws vs. acid, disintegration, and lightning. Unless items are enchanted to compensate for adamants brittle nature, however, they receive a −4 penalty on all item saving throws vs. crushing blow and fall.
Adamantine
(VGATM-55)
Hardness: 20; HP/inch: 40; Weight: ; Cost: gp.
This alloy, of five-eighths adamant to two-eighths silver and one-eighth electrum (itself a natural alloy of silver and gold) retains the hardness of adamant, but combines it with a rugged durability that makes adamantine so hard to shatter that it is the favored substance for the making of war hammer heads, the best nonmithral armor, and harbor chains. (By one of the miracles granted by the gods, adamantine can also be derived by combining steel and mithral—if one knows how.) Adamantine is black, but has a clear green sheen in candlelight—a sheen that sharpens to purple-white under the light given off by most magical radiances and by will-o’-wisps.
Adamantine is tricky to make, and must be forged and worked at very high temperatures by smiths who know exactly what they are doing and who have access to special oils to slake and temper the hot metal in. Almost all such expert smiths are dwarves, as the Deep Folk guard the secrets of working adamant jealously, but a priest or wizard seeking to enchant items can make use of finished adamantine items and need not necessarily have to work with a smith to create an adamantine work anew.
Adamantine readily takes enchantments, adding a +2 bonus to all saving throws of awakening, enchant an item, holy vesting, and wondrous web spells cast upon it. It is often the primary material for enchanted armors.
Items made primarily of adamantine automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +4 bonus to all item saving throws vs. acid, crushing blow, disintegration, fall, magical fire, and lightning.
Arandur
(VGATM-56)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Beetle palm
(VGATM-59)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Blue ice
Frostburn, Excerpt
| Item | Cost |
|---|---|
| Light armor | +750 gp |
| Medium armor | +3,000 gp |
| Heavy armor | +7,000 gp |
| Shield | +750 gp |
| Slashing weapon | +500 gp |
| Other items | +400 gp/lb |
Hardness: 10; HP/inch: 20; Weight: 1⁄2× normal steel; Cost: see table.
Found only in the depths of the most ancient glaciers, veins of blue ice are often sought out by glacier dwarves. It appears as dark blue, opaque ice that sparkles in light as if it were coated with a tiny film of gemstones; this is merely a thin layer of frost that forms over its surface when exposed to air. The material is cold and feels identical to regular ice upon casual observation, but blue ice only melts under intense and direct application of heat, similar to iron. Those who mine this material from the ancient glaciers often do so simply by melting away the surrounding ice; this is a dangerous procedure, though, since it can rapidly destabilize the surrounding ice. As a result, only the most gifted miners attempt to mine blue ice.
Blue ice can be forged, shaped, and utilized as if it were iron. Blue ice is much lighter than iron, and when forged into a slashing weapon it keeps its edge much longer and is much sharper than an equally forged iron weapon. Slashing weapons made of blue ice have a +1 enhancement bonus on damage. Bludgeoning or piercing weapons can be made of blue ice, but they gain no bonuses to damage. All weapons made of blue ice weigh half as much as normal.
Blue ice isn't just useful to make slashing weapons, though; it can be used to build anything that is normally built of iron. Many dwarven fortresses in the frostfell make heavy use of blue ice for metal components such as nails, tools, door hinges, utensils, and pretty much anything else they can think of; blue ice goblets and mugs are especially popular for export to warmer climates since they keep their contents chilled. A room lined with sheets of blue ice remains at a constant temperature of about freezing, making for an effective way to create refrigerated chambers for food storage. Items made out of blue ice weigh half as much as normal.
Blue ice armor is much lighter than normal armor, although it can be uncomfortable to wear for creatures not immune or resistant to cold. Only armor normally fashioned of metal can be made from blue ice. Most blue ice armors are one category lighter than normal for purposes of movement and other limitations, so that medium armor counts as light armor, and heavy armor counts as medium armor. Light armor remains light armor. Spell failure chances for arcane spells remains unchanged, with the exception of spells with the cold descriptor, which can be cast while wearing blue ice armor with no chance of spell failure. Maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 2. If the creature wearing the armor is not resistant or immune to cold, he takes a -1 penalty on Reflex saving throws and initiative checks from the general numbness caused by the armor. The Cold Endurance feat is enough to prevent this effect.
Bluewood
Unapproachable East, p.58
| Item | Cost |
|---|---|
| Light armor | +300 gp |
| Medium armor | +600 gp |
| Heavy armor | +1,200 gp |
| Shield | +300 gp |
| Weapon | +600 gp |
Hardness: 10; HP/inch: 30; Weight: 1⁄2× normal steel; Cost: see table.
Volodni craftsfolk often fashion armor and weapons from the wood of blueleaf trees grown with care, sculpted with wood shape, and then magically treated to be as hard as steel. A bluewood weapon has the same hardness and characteristics as a normal metal armor or weapon of that sort but weighs half as much. Bluewood armor and weapons created in this fashion are considered masterwork items and gain the appropriate bonuses.
The process of treating bluewood to harden it requires ten days of work by someone knowledgeable in the process. This is either a volodni with 10 ranks in Craft (alchemy or woodworking), or a nonvolodni with the same skills and 2 ranks in Knowledge (local—volodni).
Blueleaf
(VGATM-61)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Bronze
()
Bronzewood
Arms and Equipment Guide, pp.18–19 • Eberron Campaign Setting, p.126
| Item | Cost |
|---|---|
| |
|
| Medium armor | +4,000 gp |
| Heavy armor | +9,000 gp |
| Other items | +500 gp/lb. |
Hardness: 10; HP/inch: 20; Weight: 90%× normal steel; Cost: see table.
This exceptionally hard wood is useful for making both armor and weapons. Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor and weapons—it is somewhat shapeable during manufacturing, and it keeps a sharp edge. Although dense and weighty compared to other woods, it is still lighter than most metal. Although bronzewood can replace metal in most weapons, chain weapons such as the spiked chain cannot be made from it. Weapons made from bronzewood have no special characteristics apart from their lighter weight.
Breastplate, banded mail, splint mail, half-plate, and full plate can be made from bronzewood. Armor made of bronzewood is somewhat less obtrusive than similar metal armor. The armor check penalty from bronzewood armor and shields does not affect Hide checks made in woodland environments.
Leafweave
Races of the Wild, p.168 • Eberron Campaign Setting, p.120
Hardness: 2; HP/inch: 5; Weight: 80%× normal cloth/leather/hide; Cost: +740 gp.
Artisans weave suits of armor from bronzewood leaves, which are then treated by a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance. Creating leafweave armor requires a DC 25 Craft (alchemy) check in addition to the normal Craft (armorsmithing) checks required to make armor.
The arcane spell failure chance for leafweave armor is reduced by 5%, due to its increased flexibility. The armor’s maximum Dexterity bonus is increased by +1, and its armor check penalty (if any) is lessened by 2. Leafweave versions of padded, leather, studded leather, and hide armor exist; the studded leather typically incorporates bronzewood or darkwood studs to make it druid-friendly.
Byeshk
Eberron Campaign Setting, pp. 45 & 126
Hardness: 17; HP/inch: 35; Weight: 1 1⁄2× normal steel; Cost: +1,500 gp.
Mined in the Byeshk and Graywall Mountains bordering Droaam, this rare metal is prized by smiths for use in jewelry and weapons. It has a lustrous purple sheen and is hard and dense. A bludgeoning weapon whose head is made of byeshk has a +1 enhancement bonus on damage rolls. (This bonus does not stack with an enhancement bonus provided by magic.) In addition, byeshk weapons of any type are able to overcome the damage reduction of daelkyr, which are resistant to all other (non-good) weapons. Byeshk is difficult to work into armor (+8 to craft DCs), and it offers no significant advantage over iron armor. Creating or repairing other byeshk items is also difficult (+8 to craft DCs).
Calantra
(VGATM-60)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Chime oak
(VGATM-60)
Hardness: 5; HP/inch: 10; Weight: as normal wood; Cost: 2× masterwork.
Chime oak trees are a very rare type of tree that thrives in the north. They resemble normal oak trees made of transparent glass, though the leaves often carry a slight greenish tinge. Aside from their appearance, chime oaks are indistinguishable from other oaks; birds nest in their branches, they sprout and grow from seedlings, their limbs can be cut and burned for firewood. Unlike normal oaks, however, chime oaks do not lose their leaves in the autumn. Instead, the leaves freeze solid, remaining frozen throughout the autumn and winter until they thaw in the spring. Light breezes cause the frozen leaves to tinkle like wind chimes, producing a soothing, pleasant sound especially attractive to basilisks. These creatures can often found curled up near the trunks, eyes closed, completely relaxed.
Chime oak wood gradually loses its transparent quality as it dries (as do chime oak leaves), becoming a silvery-white hue when fully dry. It can be used in manufacturing magical items in the same way that oak is. However, when used in the manufacture of magical musical instruments, it gives the instruments a very sweet and pure sound.
Chime oak wood is impervious to cold, whether of a magical or natural nature, and items made primarily of chime oak retain this quality, automatically succeeding at all item saving throws vs. cold. Items containing less than 45% chime oak wood (by volume) than other types of material retain a residual bonus of this resistance as a +1 bonus to their item saving throws vs. cold. Chime oak wood and leaves can be substituted for normal oak wood and leaves interchangeably in spells, but they otherwise have no special properties when used as a material component.
Copper
(VGATM-56)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Darksteel
(VGATM-56)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Darkwood
Hardness: 5; HP/inch: 10; Weight: 1⁄2 normal wood; Cost: As masterwork +10 gp/lb. (normal wood weight).
This rare magic wood is as hard as normal wood but very light. This wood from the zalantar subtropical tree is black, hence its Northern names “blackwood” or darkwood. Any wooden or mostly wooden item (such as a bow, arrow, or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type.
Zalantar
Hardness: 5; HP/inch: 10; Weight: 1⁄2 normal wood; Cost: As masterwork +10 gp/lb. (normal wood weight).
Darkleaf
Pf SRD, (ARG) • A&EG, p.19 • Eberron Campaign Setting, p.120
| Item | Cost |
|---|---|
| Clothing | +500 gp |
| Light armor | +750 gp |
| Medium armor | +1,500 gp |
| Other items | +375 gp/lb |
Hardness: 10; HP/inch: 10; Weight: 1⁄2 normal leather/hide; Cost: see table.
Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure: −10% (minimum of 5%); maximum Dexterity bonus: +2; armor check penalty: −3 (minimum of 0).
An item made from darkleaf cloth weighs half as much as the same item made from normal cured leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such padded, leather, studded leather, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items as well; the masterwork cost is included in the prices given below.
Similar to leafweave armor (q.v.), darkleaf armor is made of carefully cured and beautifully carved pieces of darkwood, supplemented by alchemically treated leaves from the darkwood tree.
Making armor out of darkleaf reduces its arcane spell failure chance by 5% because the armor is so flexible. The maximum Dexterity bonus of darkleaf armor is increased by 1, and armor check penalties are reduced by 2.
Darkleaf heavy armor is treated as medium armor for purposes of movement and other limitations, while darkleaf medium armor is considered to be light armor. Only medium and heavy armors normally made of metal can be constructed from darkleaf, and the most common forms are breastplates and banded mail.
Creating darkleaf armor requires a DC 25 Craft (alchemy) check in addition to the normal Craft (armorsmithing) checks required to make armor.
Darkleaf breastplate Light 2,450 gp +5 +4 –2 20% 30 ft. 20 ft. 30 lb. Darkleaf banded mail Medium 3,250 gp +6 +2 –4 30% 20 ft. 15 ft. 35 lb.
Densewood
Eberron Campaign Setting, p.126
Hardness: 8; HP/inch: 20; Weight: 2× normal wood; Cost: 2× normal wood.
One of the most important products of the forests of Aerenal, densewood is a strong, hard, heavy wood similar to iron in its properties. The DC for breaking a densewood item with a Strength check increases by 5 compared to a normal wooden item.
A densewood item weighs twice as much as the same item made from normal wood, and costs twice as much (before adding any cost for a masterwork component or an enhancement bonus). Items without wooden parts, including armor and bladed weapons, cannot be made from densewood.
Dlarun
(VGATM-56)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Dragonhide
()
Hardness: 10; HP/inch: 10; Weight: 1× normal steel; Cost: 2× normal masterwork.
Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger. Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.
Because dragonhide armor isn’t made of metal, druids can wear it without penalty.
Flametouched iron
Eberron Campaign Setting, p.127
| Item | Cost |
|---|---|
| Armor or Weapon | +1,000 gp |
| Holy symbol | 750 gp |
Hardness: 10; HP/inch: 30; Weight: 1× normal steel; Cost: see table.
Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust, but when it is refined, it takes on a shimmering, silvery hue. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of their deity, and they use it to make holy symbols, weapons, and armor.
Flametouched iron has the same weight and other physical characteristics as iron. It possesses magical qualities, however, that manifest in different ways depending on the item it is crafted into. A flametouched iron weapon is treated as a good-aligned weapon for the purpose of overcoming damage reduction. Flametouched iron armor grants the wearer a +1 resistance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil outsiders. A flametouched iron holy symbol allows a character who can turn undead or censure fiends to do so as if their class level were one higher than it actually is.
Duskwood
Magic of Faerûn, p.178 • (VGATM-61)
| Item | Cost |
|---|---|
| Weapon | +1,500 gp |
| Breastplate | +3,000 gp |
Hardness: 10; HP/inch: 30; Weight: 1⁄2 steel; Cost: see table.
This species of tree grows widely all over Faerûn, and is named for the eerie appearance of its tightly growing groves. Smooth, with small branches at the top of 60-foot trunks, duskwood trees have black bark and smoky gray wood that is as tough as iron.
Any steel or mostly steel weapon (such as a sword or a mace) made from duskwood is considered a masterwork item and weighs only half as much as a normal steel item of that type. Weapons not normally made of steel or only partially of steel (such as a club) either cannot be made from duskwood or do not gain any special benefit or penalty from being made of duskwood.
Duskwood doesn’t work well as armor; it can’t be shaped into rings like steel, and overlapping plates don’t flex well. (Even the wood shape spell can’t create the level of detail needed.) However, duskwood breastplates are possible. Duskwood breastplate: armor bonus +5, max Dex bonus +4, armor check penalty −2, arcane spell failure 20%, treated as light armor.
Felsul
(VGATM-61)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Gold
(VGATM-56)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Hiexel
(VGATM-61)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Hizagkuur
(VGATM-57)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Ironwood
Hardness: 10; HP/inch: 30; Weight: as normal steel; Cost: +16,000 gp.
Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.
Note: Making permanent ironwood armor would cost +15,700 gp just for permanency, and thus be 4 to 10 time more expensive than equivalent dragonhide armor.
Laspar
(VGATM-62)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Live oak
Real world
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Live oak has evergreen foliage, and is widespread in warm coastal regions (southern Virginia and California to northern Mexico). Live oak is particularly suited for shipbuilding, such as its use in the USS Constitution.
Livewood
Eberron Campaign Setting, p.127
Hardness: 6; HP/inch: 10; Weight: 1× normal wood; Cost: 1 1⁄2× normal wood.
Another of the unusual woods of Aerenal, livewood is a green-colored hardwood with a highly magical nature. When livewood trees are felled, they do not die, though they stop all growth. Livewood can be worked like normal hardwood, while it remains completely alive.
In most respects, livewood is just like normal wood. A few spells affect livewood in different ways from normal wood, however. Plant growth causes worked livewood to sprout small branches and leaves, though diminish plants has no effect. Speak with plants allows a character to communicate with a livewood object, though such an object has no more awareness of its surroundings than most normal plants. Blight deals damage to a livewood object as if the object were a plant creature (1d6 points of damage per level; the wood’s hardness does not apply). A character can use tree stride to move from one livewood object to another, or from a livewood tree to a livewood object (and vice versa), as long as the livewood object is large enough. Animate plants can animate a livewood object.
Dryads occasionally make their homes in livewood trees instead of oak trees. Such a dryad looks no more kindly upon the felling of her tree than other dryads do, but the felling of her livewood tree does not kill her—nor does it end her dependence on the tree. As a result, dryads can be found within livewood objects, including buildings, furniture, and ships.
Livewood has hardness 6 and 10 hit points per inch of thickness. The cost of a livewood item is half again as much (+50%) as a normal wooden item. Items without wooden parts, including armor and bladed weapons, can not be made from livewood.
Mithral
(VGATM-57)
Hardness: 15; HP/inch: 30; Weight: 1⁄2× normal steel; Cost: see table.
Known as truemetal to the dwarves, this silvery-blue, shining metal is derived from soft, glittering, silvery-black ore found in rare veins and pockets all over Faerûn—from the depths of the Underdark to surface rocks, particularly in the easternmost Sword Coast North lands. Mithral can be combined with steel (varying alloys of iron and carbon) to derive adamantine if one has no access to adamantite ore, but this process is both difficult and known only to a very few dwarves, who do not perform it for nondwarves unless there is a very good reason.
Mithral is the lightest and most supple of metals hard enough to be used in the making of armor; it is extremely valuable. Against magical attacks, it has an unpredictable nature: Whenever magic contacts it, roll 1d12. On an odd result, it does nothing; on an even result, it alters the magic, either giving a +1 saving throw bonus to beings very nearby (in other words, the wearer of mithral armor) or lessening damage done by the magic by 1 point per die. (The result more favorable to the mithral wearer or bearer should be chosen.)
Items made primarily of mithral automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +2 bonus to all item saving throws vs. acid, disintegration, magical fire, and lightning and a +6 bonus to all item saving throws vs. crushing blow and fall.
Silver
(VGATM-57)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Soarwood
Eberron Campaign Setting, p.127
Hardness: 5; HP/inch: 10; Weight: 75%× normal wood; Cost: 4× normal wood.
Rare even in the abundant forests of Aerenal, soarwood possesses a magical buoyancy. Ships made from soarwood skim effortlessly over the surface of the water. Soarwood is a necessary component of the airships and elemental galleons manufactured by House Orien and House Cannith.
The speed of a boat or ship made from soarwood is double that of an equivalent boat made from ordinary wood, and the cost is four times normal.
Soarwood has the same physical characteristics as normal wood (hardness 5, 10 hit points per inch of thickness), but weighs only 75% as much.
Phandar
(VGATM-62)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Roseneedle Pine
(VGATM-62)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Shadowtop
(VGATM-62)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Silverbark
(VGATM-63)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Suth
(VGATM-63)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Targath
Eberron Campaign Setting, p.127
| Ammunition | +3 gp |
| Light weapon | +30 gp |
| One-handed weapon, or ½ double weapon | +100 gp |
| Two-handed weapon, or double weapon | +200 gp |
Hardness: 9; HP/inch: 20; Weight: 1× normal steel; Cost: see table.
Targath is a soft metal mined on the northern coast of Argonnessen. Often fashioned into periapts of health, targath naturally possesses some of the qualities of those magic items: Even a small amount of targath worn or carried on the body grants a character a +2 resistance bonus on Fortitude saves against disease. Targath is, for reasons that are not clear, anathema to the deathless of Aerenal: They shrink from its touch, and a weapon fashioned from targath can overcome their damage reduction.
Perhaps fortunately for the Undying Court, weapons made of targath are inferior to steel weapons, imposing a −1 penalty on attack rolls and damage rolls.
Telstang
(VGATM-58)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Thistledown
Races of the Wild, p.168 • Eberron Campaign Setting, p.120
Hardness: 0; HP/inch: 2; Weight: 1⁄2× normal padded; Cost: +400 gp.
This lightweight fabric gets its name from its soft feel and dove-gray color. Elves have made padded armor from this material for centuries, and it is well liked by arcane spellcasters.
Thistledown padded armor grants its wearer a +2 circumstance bonus on Hide checks in areas of darkness or shadowy illumination, as it blends in with the dim background. It is treated as masterwork armor (included in the armor’s given cost).
Vundwood
(VGATM-63)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Weirwood
(VGATM-64)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Wildwood
Races of the Wild, p.169
Hardness: 6; HP/inch: 10; Weight: 3⁄4 normal steel; Cost: 2× normal masterwork armor.
The rare saelas tree (saelas is an Elven word that translates as “wildwood” in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. At the hands of an armorsmith also skilled in woodworking, wildwood can be crafted into light-weight armor nearly as strong as steel. It is prized by druids, who can wear it without sacrificing their class abilities. Armor not primarily made of metal is not meaningfully affected by being partially made from wildwood.
Wildwood armor provides 1 less point of armor bonus than ordinary armor of the same sort. However, the armor’s maximum Dex bonus increases by 1, its armor check penalty is reduced by 1 (minimum 0), and its arcane spell failure chance is reduced by 5%. In addition, the wearer of a suit of wildwood armor can ignore its armor check penalty on Hide checks made in areas of undergrowth or heavy undergrowth.
As long as it is exposed to sunlight for at least 1 hour per day, a suit of wildwood armor naturally “heals” 1 point of damage every 24 hours. If it is left to soak in at least one gallon of water while exposed to sunlight for 8 hours, it heals 5 points of damage.
Armor made from wildwood is always of masterwork quality (included in the armor’s given cost). Wildwood armor takes no longer to make than normal masterwork armor of that sort. For each Craft (armorsmithing) check required to create a suit of wildwood armor, a Craft (woodworking) check against the same DC is also required (though the same character need not make both checks).
Zardazik
(VGATM-58)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Treatments
Blueshine
(VGATM-59)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Everbright
(VGATM-59)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Habalar’s Stealth
(VGATM-59)
Hardness: ; HP/inch: ; Weight: ; Cost: gp.
Hyborean
Orichalcum
Magic metal of Atlantis, this metal is used in any summoning spell. It acts as a Rod of Rulership on the being summoned. When the being has completed its task the metal will turn to silver and be useless for magical purposes.(GDGH-50)
Black lotus
Powder made from one of these flowers strikes the inhaler dead, no saving throw applicable. One flower will kill one being human or monster.(GDGH-50)
Purple lotus
In powder form, one of these flowers induces a deep sleep which can last 1–12 days depending on the die. There is no saving throw for this dust.(GDGH-50)
This powder, when mixed with any type of liquid and taken into the system through drinking or puncture of any type, causes instant paralysis. One flower makes one application which paralyzes for 1–12 days.(GDGH-51)
Yellow lotus
Powder made from one of these flowers causes a light unconsciousness from which the inhaler can easily be awakened by a loud noise or a sharp slap. Powder from 2 causes death.(GDGH-51)
References
- Ironwood and Darkwood Giants in the Playground
- Creating Magic Items Realms Helps
- List of metals for 3.5 Reddit