Material Specifications

Adamantite
Description: An extrordinarily hard metal that is a little bit lighter than steel and similar in appearance. Adamantite is said to be the material used to bind Prometheus in eternal torment. Some believe weapons forged of adamantite have the ability to harm even the powers.
Cost: x500 (x50); 2,000gp per pound
Weight: x.75
Speed: x.75
Attack: +1
Damage: -
Critical: -
Critical Factor: -
AC (if armour): -1
Saving Throws (item): +1
Saving Throws (wearer, if armour): -
Special: Adamantite armour reduces damage the wearer takes from any physical attack by 1 for every three character levels.

Baatorian Green Steel
Description: The first layer of the Nine Hells produces this strange metal that is both lighter than steel and more capable of holding the sharpest of edges. It is rare in the extreme, however.
Cost: x4 (x1.5); 18.75gp per pound
Weight: x.5
Speed: x.5
Attack: -
Damage: Special
Critical: +1 (slashing and piercing)
Critical Factor: -
AC (if armour): -2
Saving Throws (item): -
Saving Throws (wearer, if armour): -
Special: Grants slashing and piercing weapons the use of the next highest die for purposes of determining damage.

Black Iron
Description: Mined by dwarves from their deepest and most secret mines, black iron is the legendary metal famous for making dwarven warriors look like walking cauldrons.
Cost: x10 (x1.5); 18.89gp per pound
Weight: x1.5
Speed: x1.5
Attack: -
Damage: -
Critical: +3 (slashing and piercing)
Critical Factor: +1 (slashing and piercing)
AC (if armour): -1
Saving Throws (item): +6
Saving Throws (wearer, if armour): -
Special: -

Bronze
Description: An alloy made of copper and tin, bronze weapons and armour typically have a more antiquated feel than those made using more modern metals.
Cost: x.66 (-)
Weight: -
Speed: -
Attack: -1
Damage: -1
Critical: -1
Critical Factor: -
AC (if armour): +1
Saving Throws (item): -1
Saving Throws (wearer, if armour): -
Special: -

Cobalt
Description: An alloy of iron, nickel and cobalt mined only from asteroids, this material is rarely encountered on planets without spelljamming capabilities. When forged, it can take on a bluish tint, though it usually just remains a brilliant silver.
Cost: x5 (x1); 13.33gp per pound
Weight: -
Speed: -
Attack: -
Damage: -
Critical: -
Critical Factor: -
AC (if armour): -
Saving Throws (item): -
Saving Throws (wearer, if armour): -
Special: A normally forged cobalt weapon is capable of damaging creatures that would otherwise require as much as a +3 magical enchantment to hit. Due to the extrordinary nature of the material used, cobalt weapons and armour are always suitable for enchantment.

Cold Iron
Description: Iron that has been forged without the use of fire. The process is much more difficult, but many magical creatures share a weakness for cold-forged iron.
Cost: x2 (-)
Weight: -
Speed: -
Attack: -
Damage: -1
Critical: -
Critical Factor: -
AC (if armour): -
Saving Throws (item): -2
Saving Throws (wearer, if armour): -
Special: -

Damascan Steel
Description: Named for the distant Prime Material nation in which it was invented, Damascan steel is less a different material and more a technique of forging steel. This method produces a bluish wood grain pattern on the silver surface of the metal.
Cost: x10 (-)
Weight: -
Speed: +1
Attack: +1
Damage: +1
Critical: -
Critical Factor: -
AC (if armour): -
Saving Throws (item): +1
Saving Throws (wearer, if armour): -
Special: Armour may not be made of Damascan steel. Damascan steel weapons always receive a non-magical +1 for their exceptional quality.

Drow Mythril*
Description: A dark, lightweight alloy made of adamantine and other more secretive substances. Apparently similar to mythril, and almost ubiquitous among the drow, but quite rarely seen above ground.
Cost: -
Weight: x.5
Speed: x.5
Attack: +1-5
Damage: +1-5
Critical: -
Critical Factor: -
AC (if armour): -1-5
Saving Throws (item): +1-5
Saving Throws (wearer, if armour): -
Special: Like mythril, armour made of this alloy apparently has no negative effects on the casting of arcane spells. Those few who have acquired articles made of this alloy claim that it dissolves in sunlight. Its bonuses to attack and damage depend upon how it is forged and count as magical.

Mythril*
Description: A lightweight, silvery alloy exclusive to elven craftsmen and iconic of their race. Mythril armour (and more rarely weapons) are almost always given as gifts to exceptional elves who have accomplished great deeds. If a member of another race wears or uses something made of mythril, chances are it was at some point stolen.
Cost: One does not simply purchase mythril armour.
Weight: x.5
Speed: x.5
Attack: +1
Damage: +1
Critical: +2
Critical Factor: +1
AC (if armour): -
Saving Throws (item): +1
Saving Throws (wearer, if armour): -
Special: Armour made of mythril may be worn while casting arcane spells.

Orichalcum*
Description: A particularly reflective bronze-like alloy used in ancient times by a number of civilizations. Likely a combination of bronze, tungsten, gold and other less mundane metals.
Cost: x1000 (x10); 2,200gp per pound
Weight: x1.5
Speed: -
Attack: -
Damage: -
Critical: -
Critical Factor: -
AC (if armour): -
Saving Throws (item): Special
Saving Throws (wearer, if armour): Special
Special: Against spells and spell-like effects, orichalcum and the wearers of orichalcum armour may roll two saving throws and use the better of the two. Those wearing orichalcum armour are also immune to electrical damage. Weapons made of orichalcum double any magical enhancement to both hit and damage.

Orium
Description: A reddish metal that was primarily used by a few now-fallen human empires. The smelting of orium produces a toxic gas, so few smiths find the material worth the trouble it brings. When purified and forged, orium gains a naturally reflective appearance in addition to its crimson colouration.
Cost: x15 (x5); 33.33gp per pound
Weight: -
Speed: -
Attack: -
Damage: -
Critical: +2
Critical Factor: +1
AC (if armour): -1
Saving Throws (item): -1
Saving Throws (wearer, if armour): -
Special: Orium weapons have a small chance to poison their target. On 15% of successful hits, the targeted creature takes 1d6 points of poison damage in addition to the damage of the attack. On each successive round, the target takes an additional 1d6 points of poison damage. The target is allowed a saving throw once per round to avoid or, on successive rounds, end this effect.

Silver
Description: Softer than steel, silver weapons and armour are usually an alloy of silver and other stronger metals. Though their use may initially seem impractical, many magical creatures are particularly susceptible to silvered weapons, most famously werewolves.
Cost: x7 (-)
Weight: -
Speed: -
Attack: -
Damage: -
Critical: -
Critical Factor: -
AC (if armour): +2
Saving Throws (item): -1
Saving Throws (wearer, if armour): -
Special: -

Steel
Description: The gold standard for most fantasy time periods, steel is a durable metal capable of holding a reasonably sharp edge. Iron ore is also abundant on most planets, making steel one of the cheapest materials available for metal weapons and armour.
Cost: -
Weight: -
Speed: -
Attack: -
Damage: -
Critical: -
Critical Factor: -
AC (if armour): -
Saving Throws (item): -
Saving Throws (wearer, if armour): -
Special: -

Red Silver*
Description: A metallic compound exclusively mined on Aoteroa. In its raw form, it appears as silver with red streaks. When forged, it gains a more even reddish hue. Its propensity to steal blood from those who touch it has made it quite unpopular with smiths, and its association with the Cult of Setesh has led to its complete illegality on Shadow.
Cost: x15 (x7.5); 16.67gp per pound
Weight: x1.5
Speed: -1
Attack: -, +1 for 5 enemies, +2 for 15 enemies, +3 for 25 enemies (gains vampirism), +4 for 50 enemies
Damage: -, +1 for 5 enemies, +2 for 15 enemies, +3 for 25 enemies (gains vampirism), +4 for 50 enemies
Critical: -
Critical Factor: -
AC (if armour): +1; -1 for every 50 HP absorbed to a maximum of -3
Saving Throws (item): +2
Saving Throws (wearer, if armour): Special
Special: Weapons made of red silver grow as listed above with the number of enemies they have defeated or slain who have five or more levels or hit dice.

White Steel
Description: A smooth, white metal that is mined exclusively on Aoteroa. It is easily worked into most shapes, and any impliment formed from it seems naturally suited to its task.
Cost: x3 (x.75); 10.83gp per pound
Weight: -
Speed: -1
Attack: +1
Damage: +1
Critical: -
Critical Factor: -
AC (if armour): -1
Saving Throws (item): +1
Saving Throws (wearer, if armour): +1 to spell saving throws
Special: Capable of damaging creatures as a magical +1 weapon. Those using any impliment made of white steel (lockpicks, hammers, fish hooks, etc.) receive a +1 on the appropriate non-weapon proficiency check.

Material Specifications

Siege Campaign Ian158