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ABYSSAL BLOODIRON

- PLANAR HANDBOOK (3.5)


Weapon: 10,000 gp (Masterwork)
In the Abyss, cataclysmic battles have raged for eons, laying down a sediment of iron, blood, and spent
magic. Abyssal bloodiron is mined from thin deposits of mixed blood and ferrous mineral, compacted over
the years, then forged at a low temperature to preserve its innate powers. Weapons forged of the metal
usually appear dark except for their cutting edges, which are as red as freshly spilled blood. A weapon
forged of Abyssal bloodiron is treated as a cold iron weapon, except that its wielder gains a +4 bonus when
rolling to confirm a critical hit. Abyssal bloodiron has the same weight as iron or steel. A weapon made of
Abyssal bloodiron costs an additional 10,000 gp, and any magical enhancements cost an additional 2,000
gp, just as with cold iron. (The price includes 300 gp for the masterwork component). Abyssal bloodiron
has hardness 10 and 30 hit points per inch of thickness.
Editor: Well, if you play around with criticals and your DM has confirming criticals, this is a very useful
material. It wont get you the critical in the first place, but itll make sure the critical goes through.
That said, its expensive. Enchanting stuff costs another 2,000 gp. In short, only for specific builds is
this useful. Otherwise, let the demons mess with it.

ADAMANTINE
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
- MAGIC OF FAERN (3.0)
Ammunition: +60 gp
Light Armor: +5,000 gp
Medium Armor: +10,000 gp
Heavy Armor: +15,000 gp
Weapon: +3,000 gp
Found only in meteorites and the rarest of veins in magical areas, this ultra-hard metal adds to the quality of
a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness
when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from
adamantine grants its wearer damage reduction of 1/ if its light armor, 2/ if its medium armor, and 3/
if its heavy armor. Adamantine is so costly that weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons
and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine
armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made
from adamantine. An arrow could be made of adamantine, but a quarterstaff could not. Only weapons,
armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields
normally made of steel that are made of adamantine have one-third more hit points than normal; for
instance, an adamantine greatsword has 13 hit points instead of the normal 10 for steel. Adamantine has 40
hit points per inch of thickness and hardness 20.
Editor: Whats not to love about adamantine? It over comes hardness letting you saw your way through
anything. As armor it gives you universal damage reduction. True, 1-3 HPs off every blow isnt much,
but over time it adds up. 5,000 gp a 1/- is a great deal. Alas, it has to be metal weapons and armor, but
still it is so worth it for anyone who uses armor or weapons.

ALCHEMICAL SILVER
- DUNGEON MASTERS GUIDE (3.5)
- MAGIC OF FAERN (3.0)
Ammunition: 2 gp
Light Weapon: 20 gp
One Handed or one head of a double weapon: 90
Two Handed or two heads of a double weapon: 180 gp
Armor: +1,000 gp
A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it
bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered
weapon, the wielder takes a 1 penalty on the damage roll (with the usual minimum of 1 point of damage).
The alchemical silvering process cant be applied to non-metal items, and it doesnt work on rare metals
such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and
hardness 8.
Editor: A cheap way to overcome some damage reduction. The question is how much damage reduction do
you have to deal with? There are other sources that allow you to over come DR/silver. Alchemy
capsules for instance. You can have your Adamantine and over come silver as well. Depending on
your DM, availability might suck, so you might be stuck with this.
Editor (Armor): Long valued for its purity and beauty, silver is also used to make armor. It is commonly
used in items involving light and moon magic, as well as bane weapons dedicated to battling
shapechangers. With the proper magical treatments, silver gains the rigidity of steel. The following
information refers to magically treated silver. Armor made from silver grants electricity resistance 2.
Items whose striking point or surface is not primarily metal are not meaningfully affected. (A
longsword or a spear is affected, while a club is not).
Editor: Between 3.0 and 3.5, silver changed. While the weapon properties of silver were redefined, the
armor properties were not. So I have included the armor properties of treated silver. Frankly, there are
better choices anyways.

ARANDUR
- MAGIC OF FAERN (3.0)
Armor: +2,000 gp
Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous
glass. When refined and forged, the metal is silver-blue with a green reflective shine. It is famous for
holding a sharp edge even when abused and is the favored material for making keen weapons. Armor made
from arandur grants sonic resistance 2. Items not primarily of metal are not meaningfully affected. (A suit
of chainmail is affected, while a suit of studded leather is not). Arandur weighs the same as steel, has
hardness 12, and has 30 hit points per inch of thickness.
Editor: How much to get sonic resistance 2? Okay, it works in an antimagic field, but how often will you
be damaged by sonic in an antimagic field? Seriously, this sucks. Great concept, lousy execution.

ASTRAL DRIFTMETAL
- ARMS AND EQUIPMENT GUIDE (3.0)
- PLANAR HANDBOOK (3.5)
Breastplate, Metal Shield, Heavy Metal Armor: +12,000 gp
This extraordinarily rare mineral is mined only on Tunarath and other islands of matter floating in the
Astral Plane. It is very similar to iron but has a single remarkable feature. Armor crafted from astral drift
metal is fully effective against incorporeal attacks, as if it were made of force. The armors full armor
bonus to Armor Class (including any enhancement bonus) applies to the wearers touch Armor Class
against incorporeal attacks. Astral driftmetal is not malleable enough to be worked into chainmail or scale
mail; only a breastplate, shield, or any form of heavy armor can be made from it. A suit of driftmetal armor
weighs the same as a suit of armor made of steel. Other statistics of the armor (maximum Dexterity bonus,
armor check penalty, and arcane spell failure chance) are unchanged. Astral driftmetal has hardness 12 and
30 hit points per inch of thickness.
Editor: Wait a sec, 12,000 gp for a flat cost that is basically ghost touch? Seriously? I could get damage
reduction 3/- for 3,000 gp more. And it isnt masterwork? Seriously, this sucks.
Editor (Alternate rules): I have a question, why cant it be other forms of metal? Why not astral drift
silver? Why not astral drift adamantine? This could be worth it, if it came in other forms of metal
besides iron.

AURORUM
- BOOK OF EXALTED DEEDS (3.5)
Weapon, Shield, Armor: +4000 gp
This luminous steel gleams with varying hues of pink and indigo. An aurorum weapon, shield, or suit of
armor that has been sundered can be reformed by bringing together its fragments (a full-round action). The
broken pieces bond quickly and seamlessly, restoring the item to its previous state. Aurorum has the same
hit points per inch of thickness and hardness as regular steel.
Editor: Immunity to sunder. Kinda cool. Do you worry about your equipment being sundered? If so, this
will put your mind at ease. But heres a sick idea. Take something you need to sneak into a place.
Smash it. Break it up into parts. Put those parts on other things. You and five other guys smuggle the
things in. Take the aurorum parts off the smuggled items and BAM, it reassembles in seconds, ready
from the git-go. I can think of all sorts of things to do this to. And in its fractured state, it shouldnt
detect as magic, since all magic would be dormant. This is something more for the DM to do then a
PC, but when the PCs figure it out, theyll be like, Damn thats cool.
Editor (Alternate rules): Aurorum is an excellent metal to alloy metals together with. In the process, the
Aurorum loses its ability to reform after being sundered, but, you can combine the properties of two
other magical metals together. That isnt official, but its how I play it. You have to pay for both metals
and the Aurorum.

BAATORIAN GREEN STEEL
- ARMS AND EQUIPMENT GUIDE (3.0)
- FIENDISH CODEX 2 (3.5)
Weapon, Slashing/Piercing: +1,000 gp
Mined in deep shafts on Avernus, Baatorian green steel is light and harder than normal metal. The near-
continuous fighting or Hells first layer makes large-scale mining operations difficult, but because this
metal is well-suited for use in weapon crafting, the effort is often worth the price. Any slashing or piercing
weapon created with Baatorian green steel deals an extra 1 point of damage. This bonus stacks with
enhancement bonuses provided by magic. A weapon crafted from Baatorian green steel costs an additional
1,000 gp. Baatorian green steel has hardness 12 and 30 hit points per inch of thickness.
Editor: First, its not masterwork, so you have to pay for that as well. Second, a +1 damage that stacks with
everything is well worth 1,000 gp. This is up there on my list of best materials to make something out
of.

BLENDED QUARTZ
- ARMS AND EQUIPMENT GUIDE (3.0)
Light Armor: +2,000 gp
Medium Armor: +5,000 gp
Heavy Armor: +10,000
Shield: +2,000/lb
This rare, naturally occurring blend of iron and quartz is cumbersome and difficult to work. Armor and
shields made from blended quartz weigh twice as much as normal and incur the normal armor check
penalty. The DC of relevant Craft checks involving blended quartz increases by 5. But blended quartz is a
surprisingly good conduit of magical energy. Spell failure chances for blended quartz armor and shields are
reduced by 20%. Weapons made from blended quartz weigh twice as much as normal but gain no
additional benefits. Blended quartz has a hardness of 8 and 15 hit points per inch of thickness.
Editor: First of all, why is the shield by weight but the armor not? A heavy steel shield is 15 lbs and a light
wooden is 5 lbs. Do I use wooden or steel values? Why is a heavy shield +30,000 gp and a suit of
Mechanus Gear Plate +10,000 gp. Second, it doesnt cover masterwork, a huge oversight considering
the cost to make. Okay, complaints aside, this is what Wizards Want. Add fae crafted and thistledown
and your Spell arcane failure becomes -35%. Thats enough to let a wizard wear full plate. And who
needs it in a shield anyways? A mithral buckler should be good enough.

BLOOD GLASS
-SECRETS OF XENDRIK (3.5)
Weapon: +500 gp
Ammunition: +10 gp
Blood glass is a dark volcanic glass, similar in appearance to obsidian but with a hint of crimson. It is
formed when magma mixes with deposits of Khyber dragonshards. The Khyber resonance in the resulting
fusion is strong enough that minor elementals can be bound into blood glass without the need for an actual
dragonshard. Blood glass can be used to create exceptionally sharp blades. Piercing or slashing weapons
crafted from blood glass grant the wielder a +1 bonus on damage rolls. However, blood glass only has
hardness 5 and 10 hp per inch of thickness, so that weapons made of it are easily broken. Blood glass items
are vulnerable to shatter spells and similar effects, but always receive a saving throw. A group of small
items (a quiver of bolts tipped with blood glass, for example) saves as a single item. A blood glass item
weighs 10% less than the same item made of metal.
Editor (Special Material Special Ability): Blood glass is unique in that it has a weapon special ability that
only works with this material. Furthermore, it isnt even a craft arms and armor WSA, its a bind
elemental WSA. So, for that reason, we instead have included it with the special material that you have
to have to use it. In effect, its a special material special ability, not a weapon special ability.
Editor (Shifting): This special quality allows the wielder to change the form of his weapon. The shifting
ability is the product of a weak fire elemental bound into a blood glass weapon. When activated, the
blood glass flows into a new form. The shifting ability can only be applied to weapons made out of
blood glass. Commanding the weapon to shift form is a standard action that does not provoke attacks
of opportunity. Some shifting weapons require the user to command the elemental in either Drow of
ignan, saying the type of new weapon out loud. The wielder can alter the shape of the weapon into any
other melee weapon of the same type and size category. (a medium scimitar could be reshaped into any
other medium one-handed weapon, for example.) All other magical properties remain the same.
Though a quality that is limited to a particular type of weapon or damage might be temporarily lost.
For example, if a shifting keen scimitar is changed into a flail, the benefit of the keep special ability is
temporarily negated, since only piercing and slashing weapons can be keen weapons. Aura/caster
level: It is a moderate conjuration. The caster level is 9th. To construct you must have the following
(Bind elemental, lesser planar binding, caster must be sulatar). The price for this WSA is 3,000 gp.
Editor: Yes, it is cheaper then morphing WSA, but you have to make the weapon out of Blood Glass,
which is not that expensive, but not really that interesting. The +1 to damage does appear to stack with
EBs, so that has some redeeming value. In comparison to the other have dozen ways of adding one
point of damage, this is untyped, so it is subject to critical multipliers. For the price of 500 gp, its a
good deal. There are better choices over all.

BLUE ICE
- FROSTBURN (3.5)
Light Armor: +750 gp
Medium Armor: +3,000 gp
Heavy Armor: +7,000 gp
Shield: +750 gp
Slashing Weapon: +500 gp
Other: +400/lb
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 isnt 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. Blue ice has 20 hit points per inch of thickness
and hardness 10.
Editor: Ironically Blue Ice is almost useless in combat, but ever so useful as a material to keep things cold.
Its a cooler to keep your beer. Im sure if I was crossing a desert a, Blue Ice helmet would do
wonders. So its useful, just not in equipment. Oh, it doesnt say that the material comes with
masterwork, so you would have to pay for that separately.
Editor (Sprayer): Now, a sprayer sprays whats in the sprayer in a 5 x 10 line. Personally, if I had a blue
ice sprayer and filled it with alchemical frost, Id say that it caused my target to suffer a -1 to reflex
and initiative checks for a round, but thats just me. Run that by your DM. Frankly, it should do
something cool.

BLUEWOOD
- UNAPPROACHABLE EAST (3.5)
Light Armor: +300 gp (Masterwork)
Medium Armor: +600 gp (Masterwork)
Heavy Armor: +1,200 gp (Masterwork)
Shield: +300 gp (Masterwork)
Weapon (1d4 or 1d6): +400 gp (Masterwork)
Weapon (Any Other): +800 gp (Masterwork)
Volodni crafts folk 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. Bluewood items have the following additional costs: 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 non-volodni with the same skills and 2
ranks in Knowledge (localvolodni).
Editor: Okay, being that it includes the cost of masterwork, its not that bad. In fact, there is a sweet spot.
You see, a shield has to be masterwork weapon and masterwork shield. Thats 450 gp total. If you
make it out of bluewood, it becomes a masterwork shield that can be enchanted for shield bashing for
150 gp less then the full price. Otherwise, its how you get a druid into armor and or get your weight
down, should your DM care about encumbrance.

BONE/STONE
- ARMS AND EQUIPMENT GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
Weapons made of bone or stone have a 2 attack and damage penalty (with a minimum damage of 1). Bone
has a hardness of 6 and 10 hit points per inch of thickness. Stone has a hardness of 8 and 15 hit points per
inch of thickness.
Editor: There is no reason to ever make a weapon out of bone or stone. It costs just as much as a normal
weapon, yet is inferior in every way. That said, maybe all you got to work with is rocks and a dead
woolly mammoth. Well then, a PC has got to do what a PC has got to do. Note that some weapons are
already made out of bone and/or stone. Such weapons do not suffer any penalties.
Editor (Alternate Rules): It is possible under OA to create Double Masterwork weapons for 1,000 gp. As a
suggestion, if you are willing to spend 1,000 gp on a bone/stone weapon it becomes a normal
weapon with no bonuses and is considered masterwork, thus eligible for enchantments. There would be
no point to this, other then the visual of making a greatsword out of someones spine. However, for
some people, its all about style.

BRONZE
- ARMS AND EQUIPMENT GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
Weapons of bronze, while clearly inferior to steel items, are not nearly as bad as stone or bone weapons.
Their attack and damage penalty is only 1 rather than 2. Bronze has a hardness of 9 and 20 hit points per
inch of thickness. Hafted weapons (that is, weapons with wooden shafts, such as axes and spears) use
normal values.
Editor: Again, there is no reason to ever use bronze, unless you are trapped in the bronze age, or some out
of the way empire is still using bones and rocks and as it turns out, bronze is cutting edge stuff. Cost is
the same, the material is just inferior. Just to point it out, basically what they are saying is that any
weapon that is 95% wood and 5% metal can be made with bronze without any penalty.
Editor (Alternate Rules): I would suggest that if someone wishes, they can spend 300 gp to make the
weapon masterwork, thus canceling out the -1 penalty. Then it would be a weapon with no penalties or
bonuses, but still be masterwork, thus eligible for enchantments. Other then pure style, there is no
reason to do this. Or maybe you are dealing with a demon with 50/Bronze damage reduction. Who
knows?

BRONZEWOOD
- ARMS AND EQUIPMENT GUIDE (3.0)
- EBERRON CAMPAIGN SETTING (3.5)
Light Armor: +1,000 gp
Medium Armor: +4,000 gp
Heavy Armor: +9,000 gp
Other: +500 gp/lb
This exceptionally hard wood, native to Aerenal, is useful in the manufacture of armor and weapons.
Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor and weaponsit is
somewhat shapeable during manufacturing, and it keeps a sharp edge. Although dense and weighty
compared to other woods, it is still lighter than steel: Items weigh 10% less when made from bronzewood
rather than metal. 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 armor made of metal.
The armor check penalty from bronzewood armor and shields does not affect Hide checks made in
woodland environments. 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. Bronzewood has hardness 10 and 20 hit points per inch of thickness.
Editor: I must point out, that making it out of bronzewood does not automatically add masterwork to the
armor. The reason for using this is because you cant find any bluewood. The only advantage this has
is for hiding in the woods. If I was an NPC elf hiding in the woods, Id like this. As a PC, it sucks.

BYESHK
- EBERRON CAMPAIGN SETTING (3.5)
Bludgeoning Weapon: +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. In addition, Byeshk weapons of any
type are able to bypass the damage reduction of daelkyr, which are resistant to all other weapons. It is very
difficult to work into armor, and offers no significant advantage over iron armor. Byeshk has a hardness of
17 and 35 hit points per inch of thickness. An item made of Byeshk weighs 50% more than the same item
made of iron.
Editor: So it gives you a +1 to damage that wont stack with the +1 EB that all magic items have to have,
and it doesnt even make the weapon masterwork. In any other campaign setting its worthless. In
Eberron, its average.

CALOMEL
- MAGIC OF EBERRON (3.5)
Weapon: Double Base Cost
Calomel is a hard white ore that is most often found and quarried in Argonnessen, at great expense and
danger. Calomel was famously utilized by the famous adventurer Arthul Vernuthan prior to his single
combat against the power-mad red dragon Xarkapastarthan. Secretly mined, refined, and forged into a
blade of slender gray death, the ores special attributes carried Arthul to victory, but his defeat of
Xarkapastarthan embittered other dragons of the region, who decried Arthul as an opponent of the draconic
Prophecy itself. Presumably Arthul was slain, and his blade lost. However, knowledge of calomel, where to
mine it, and how to refine it still persists. Raw calomel ore is distinctive in its whiteness. It can be almost
translucent, and is lustrous in bright light. It is always found adjacent to subterranean springs. When forged
in the appropriate secret fashion, the resultant metal cools to a consistency and ductility like that of a
standard steel alloy. Though any item can be crafted from it, calomels particular qualities make it most
suitable for weapons. A weapon forged from calomel is pale gray, almost translucent, and water droplets
constantly condense on the naked item. A calomel weapon overcomes damage reduction of creatures with
the fire subtype as if it were a magic weapon, even if it does not have an enhancement bonus. For example,
a mundane calomel blade wielded against a mature adult red dragon (fire subtype) would overcome that
creatures damage reduction 10/magic as if it were a magic weapon. Weapons made of calomel cost twice
as much as their normal counterparts. For example, a longsword made of calomel would cost 30 gp. Items
without metal parts cannot be made from calomel (so that an arrow could be made of calomel, but a
quarterstaff could not). A double weapon with only one half made of calomel increases its cost by 50%. For
example, a two-bladed sword with one blade of calomel and the other of steel would cost 150 gp. Calomel
has hardness 10 and 30 hit points per inch of thickness.
Editor: Do you know what else over comes DR 10/magic? MAGIC. If you are in a campaign where you
cannot afford a +1 weapon, what the hell are they doing sending you against dragons for, anyways?

CAMOUFLAGE DYE
- RACES OF FAERN (3.0)
Padded, Leather, Hide, or Studded Leather: +300 gp
Wood elves use natural compounds derived from the plants of their forest home to make dyes that perfectly
match the surrounding foliage. Camouflage dye can be applied to padded, leather, hide, or studded leather
armor, granting the wearer a +4 circumstance bonus on Hide checks in that specific forest. Applying
camouflage dye takes three days.
Editor: Great for an NPC, lousy for a PC.
Editor (Alternate Rules): Its from 3.0, so it didnt get updated. I think it should be allowed on anything
that is made from natural materials. So anything made from bone, or wood should also be able to take
the dye. Thats not RAW, but Id allow it. You want to make an entire suite of full plate out of
bluewood, you can use camouflage dye on it, IMHO.

CHAMELEOWEAVE
- MAGIC OF EBERRON (3.5)
Cloak, Padded, Leather, Hide, or Studded Leather: +100 gp
Chameleoweave fabric is woven from strands of the famed mimetic plants found growing along the
margins of the Mournland. It is difficult to pin down the exact color and texture of the cloth, since it tends
to take on the characteristics of other fabric with which it is worn. A character wearing Chameleoweave
clothing gains a +1 circumstance bonus on Disguise checks. Chameleoweave clothing costs 100 gp more
than a normal outfit of the same sort, and weighs 1 pound less (or 1/4 pound less for Small characters).
Editor: While it doesnt come right out and say it, any armor that resembles cloth should be able to have
this added to it. That would include making a cloak out of it and just wearing that. It doesnt say it has
to be all your clothing, so a cloak would be good enough. If you are trying to infiltrate some lair that
has guards, this should make it easier to pretend to be one of the home crew.

CHITIN
- ARMS AND EQUIPMENT GUIDE (3.0)
- RACES OF THE DRAGON (3.5)
Armor and Shield: x2 Masterwork Cost.
Kobold armor smiths have recently begun mass-producing suits of armor made from the organic hides of
giant beetles. The smiths claim that this advance results from their own hard work and study, though it is
widely believed that they were taught the basic secrets of chitin armor working by the troglodytes. Though
less durable than dragon hide, chitin armor (also known as beetle-back armor) has other advantages. Chitin
is less restricting than metal, even though it weighs the same amount. The maximum Dexterity bonus of an
armor or shield made of chitin is 1 greater than that of the same type of armor made from metal.
Breastplates, half-plate armor, full plate armor, and shields can be made from chitin. (Typically, the only
kind of shield crafted from chitin is a tower shield, since most shields dont have a maximum Dexterity
bonus). A single giant beetle provides enough material to create a single breastplate or tower shield sized
for a character of the same size category as the beetle (or two such items for a character two or more sizes
smaller than the beetle). For example, a Large giant stag beetle has enough chitin to make either a
breastplate or a tower shield sized for a Large character, or two such items for Medium or smaller
characters. A suit of half-plate or full plate armor takes twice as much chitin, while a light shield or heavy
shield takes half as much. (A chitin buckler can be made from the cast-off bits of any giant beetle). The
chitin from multiple giant beetles can be combined; a Small beetle counts as half of a Medium beetle, a
Medium beetle as half of a Large beetle, and so forth. Because chitin armor isnt made from metal, druids
can wear it without penalty. Armor and shields fashioned from chitin are always masterwork items; the
masterwork cost is included in the prices given below. Chitin armor or shields cost double what
masterwork armor of that type ordinarily costs, but take no longer to make than ordinary armor of that type.
Chitin armor has 10 hit points per inch of thickness and hardness 5.
Editor: Well, and extra 150 gp in masterwork costs. However, if you make it into a normal shield,
remember that a shield is masterwork shield and masterwork weapon (it can be bashed) so you need to
pay a total of 900 gp to make a chitin light or heavy shield. If some cases, the Dex bonus is worth it, so
keep it in mind at low levels.

COLD IRON
- DUNGEON MASTERS GUIDE (3.5)
Weapon: x2 cost
This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower
temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as
their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp. For example, a +2
longsword made of cold iron would cost 10,330 gp, because the price doubles for the longsword itself (15
gp to 30 gp), the +2 enhancement bonus costs 8,000 gp, and enhancing cold iron costs an additional 2,000
gp. (The price includes 300 gp for the masterwork component). Items without metal parts cannot be made
from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon that
has only half of it made of cold iron increases its cost by 50%. A two-bladed sword with one end of cold
iron and the other end steel would cost 150 gp. Cold iron has 30 hit points per inch of thickness and
hardness 10.
Editor: Yes, its expensive and makes it harder to enchant with WSAs, but frankly, when it comes to
damage reduction, this, silver, and adamantine are the three best special materials.

COLORED METAL
- RACES OF THE DRAGON (3.5)
Cost, Basic: +10% base cost.
Cost, Custom: +25% base cost
Kobolds and spellscales working together have perfected the process of smelting certain minerals into
metal ore to create colored or tinted ingots. Any shade of red, orange, yellow, green, blue, indigo, violet,
black, or white can be created to suit any preference with marginal effort. Though the effect is only
superficial, colored metal items still typically cost 10% to 25% more due to the extra care required in
creating the items. Spellscales are the primary purchasers of armor and weapons made from colored metal.
Colored metal has no effect on a weapon or armors game statistics.
Editor: The Black Knight! So they arent that clear on how much this costs, Im assuming its supposed to
be the DMs call. To give more definitive rules on it, I divided it up into basic and custom. Basic
package is just one color over all the metal. Nothing special. If you want to be the black knight, there
you go. Now custom means just that. Swirls, shimmering, and more importantly, a custom fit to the
customer. Otherwise, think of it as Pimp My Armor. Maybe you can get something on your mounts
armor that keeps spinning after you come to a stop.
Editor (Evil Overlord): So you want your minions to have a special look to them, well pay for the custom
fit and you wont have to worry about heroes knocking out your minions and putting on the armor. Itll
be so obvious from how ill fitting the armor is that the infiltrator will stand out like a sore thumb.

COPPER, ALCHEMICAL
- MAGIC OF FAERN (3.0)
Armor: +2,000 gp
Weapon: +2,000 gp
Quite familiar to poor folk across the world, copper is known by spellcasters to be a magical purifier,
aiding in magic that negates sickness and poison. While its brilliant color makes it popular for ornamental
items, its relative softness makes it unsuitable for armor or weapons unless magically treated (which also
activates its resistance). However, it is often used in items that provide protection from cold. Armor made
from magically treated copper grants cold resistance 2. Items not primarily of metal are not meaningfully
affected. (A suit of chainmail is affected, while a suit of studded leather is not). Magically treated copper
weighs the same as steel, has hardness 10, and has 30 hit points per inch of thickness.
Editor: Cold resistance 2? Pity I cant make a suit of this and blue ice, the two would cancel each other out
and I could wear it safely. There is no point to making a copper weapon, but you might want to do it
just for show. A pity it doesnt count as masterwork in and of itself.

CRYSTAL, DEEP
- EXPANDED PSIONICS HANDBOOK (3.5)
- SECRETS OF SARLONA (3.5)
Weapon: +1,000 gp
Deep crystal is crystal of above-average quality found at the hearts of large veins or deposits of mundane
crystal (see below). Deep crystal is renowned for its strength and its psionically resonant nature. Mundane
crystal is used for many items of psionic manufacture, such as dorjes, power stones, and psicrystals. Deep
crystal is a better grade. While a weapon made of deep crystal is no different from a mundane crystal
weapon for a non-psionic character, a psionic wielder of a deep crystal weapon can focus psionic power
through it, increasing the damage that weapon deals. As a free action that does not provoke attacks of
opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep
crystal. For 2 power points, the deep crystal weapon deals an extra 2d6 points of damage. The weapon will
stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on
their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and
charged again. Any weapon made of deep crystal costs 1,000 gp more than its non-crystal counterpart. Any
item could potentially be made out of deep crystal. Because deep crystal armor is considered to be made
out of metal, druids cannot wear it. Deep crystal has 30 hit points per inch of thickness and a hardness of
10.
Editor: If you are a psionic, it might be worth it, otherwise, its a waste of money.

CRYSTAL, MUNDANE
- EXPANDED PSIONICS HANDBOOK (3.5)
Mundane crystal can be used in place of metal in weapons or armor, using a special forging process. The
fortified crystal possesses the properties of a similar masterwork steel weapon or armor, except for visual
appearance. Weapons and armor made of mundane crystal cost the same amount to make as their
masterwork counterparts. Any item could potentially be made with mundane crystal. Because mundane
crystal armor is considered to be made out of metal, druids cannot wear it. Mundane crystal properly forged
has 25 hit points per inch of thickness and a hardness of 8.
Editor: It costs the exact same amount of money, except it looks different. If you wanted to look like you
rolled out of a geode, this is the material for you.

CYRITE
- PLAYERS GUIDE TO EBERRON (3.5)
Ammunition: +5 gp
Armor: +500 gp
Weapon: +250 gp
Cyre was home to House Cannith, the humans who possess the Mark of Making. The warforged are their
most famous creation, but these living constructs are not Cannith's only accomplishment. Cannith mines
and forges dotted Cyre, and workers constantly unearthed ore, refined it, and shaped it into the latest
Cannith masterpieces. When the Day of Mourning came, the metals that were in the process of being
refined absorbed the catastrophe's arcane power. Now, ingots and chunks of this magically imbued
substance lie scattered throughout the Mournland. Scholars have termed this material cyrite. Cyrite
resembles steel but is slightly darker. Multicolored lines run over its surface and pulse with strange light. It
is as heavy as steel, holds an edge just as well, and retains some magic essence from its odd genesis. Smiths
and adventurers value cyrite for its use in weapons and armor. Weapons fashioned from cyrite count as
magic weapons for the purpose of overcoming damage reduction. Armor made from cyrite absorbs magical
energy and grants its wearer a +1 resistance bonus on saving throws against spells and spell-like abilities.
Cyrite shields provide no special benefit, Items without metal parts, such as clubs, cannot be made from
cyrite. Cyrite loses all its special properties in an antimagic field or similar area. Weapons, armor and
shields that are made of cyrite have the same hit points and hardness as they do when made from metal of a
normal sort (typically steel). The above features apply to most examples of cyrite that explorers have
discovered. Rumors speak of other forms of cyrite with different properties.
Editor: Next to worthless. Although not working in an AMF is sort of pointless, because the +1 to saving
throws only works against spells that would fail in an AMF. Poorly thought out and poorly executed.

DARKLEAF, ELVEN
- ARMS AND EQUIPMENT GUIDE (3.0)
Light Armor: +750 gp
Medium Armor: +2,250 gp
Heavy Armor: +3,000 gp
Similar to elven leafweave armor, elven darkleaf armor is made of carefully cured and beautifully carved
pieces of darkwood, supplemented by alchemically treated leaves. Making armor out of darkleaf reduces its
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. Most darkleaf armors are one
category lighter than normal for purposes of movement and other limitations (for example, whether a
barbarian can use his fast movement ability). If made of elven darkleaf, heavy armor is treated as medium,
medium armor is treated as light, but light armor is still treated as light. Only armors generally made of
metal can be constructed from elven darkleaf. Creating elven darkleaf armor requires a successful Alchemy
check (DC 25) in addition to the normal Craft (armorsmithing) checks required to make armor.
Editor: The problem is, if you need to drop your ASF, you need more then 5%, although the lighter by a
category will help you with movement speed. Not a bad choice, over all.

DARKSTEEL
- MAGIC OF FAERN (3.0)
Armor: +2,000 gp
Weapon: +1,500 gp
Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple
luster. The process for making this type of steel was once lost, but has been recently rediscovered thanks to
some ancient dwarven texts. The alloy is made from meteoric iron tempered with a variety of special oils.
Armor made from darksteel grants acid resistance 2. Weapons forged of darksteel inflict +1 point of
electricity damage each time they hit (this is cumulative with other abilities, such as shock or shocking
burst). Items not primarily of metal are not meaningfully affected. (A longsword or a suit of chainmail is
affected, while a spear or a suit of studded leather is not). Darksteel weighs the same as steel, has hardness
10, and has 30 hit points per inch of thickness.
Editor: Not good in armor, but kinda awesome in a weapon. Any extra damage, no matter how minor,
could tip the scales. An extra +1 electrical is like a dragon tooth weapon, except dragons wont kill you
on sight. This one is a keeper.

DARKWOOD (ZALANTAR)
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
Shield or Weapon: +10 gp/lb
This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such
as a bow, an arrow, or a 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 a 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. To determine the price of a darkwood item, use the original weight but add
10 gp per pound to the price of a masterwork version of that item. Darkwood has 10 hit points per inch of
thickness and hardness 5.
Editor (Zalantar): This wood from the zalantar subtropical tree is black, hence its Northern name:
blackwood. Zalantar has all the properties of darkwood and any darkwood item manufactured on
Faern is actually made of zalantar. Zalantar has a hardness of 5 and 10 hit points per inch of
thickness.
Editor: Zalantar and darkwood are the same thing so the entries were combined. Other then making it
lighter, there isnt much point.

DENSEWOOD
- EBERRON CAMPAIGN SETTING (3.5)
Wooden Objects: x2 cost
One of the most important products of the forests of Aerenal, densewood is a strong, hard, heavy wood
similar to iron in its properties. It has hardness 8 (comparable to stone) and 20 hit points per inch of
thickness. 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.
Editor: While technically you can make weapons out of this material, it doesnt do anything for the
material except make the hardness slightly higher. From a combat point of view, its worthless.

DLARUN
- MAGIC OF FAERN (3.0)
Armor: +2,000 gp
Weapon: +1,500 gp
This bone-white metal, sometimes known as icesteel, can take a high polish and is often mistaken for ivory
when seen in finished items, but has a distinctive greenish sheen in candlelight. Dlarun ore is found in the
clay dug from riverbanks, and when first refined it is soft and easily carved. A second heating makes it hard
and durable. This property makes the metal ideal for decorative work and figurines. Armor made from
dlarun grants fire resistance 2. Weapons forged of dlarun inflict +1 point of frost damage each time they hit
(this is cumulative with other abilities, such as frost or icy burst). Items not primarily of metal are not
meaningfully affected. (A longsword or a suit of chainmail is affected, while a spear or a suit of studded
leather is not). Dlarun can never be used in a magic item that uses fire effects, such as a flaming or flaming
burst weapon. Dlarun weighs the same as steel, has hardness 10, and has 30 hit points per inch of thickness.
Editor: Extra damage rocks. Fire resistance 2 might not be bad either, since fire is the most common
attack.

DOLWEAVE
- MAGIC OF EBERRON (3.5)
Cloak, Padded, Leather, Hide, or Studded Leather: +150 gp
Dolweave is a coarse, sickly fabric that is rumored to be woven with occasional hairs collected from
dolgrims, dolgaunts, and other corruptions. The color and texture of dolweave seems to darken and pulse
threateningly in time to its wearers most violent emotions. A character wearing dolweave gains a +1
circumstance bonus on Intimidate checks. Dolweave clothing weighs 1 pound more (or 1/4 pound more for
Small characters).
Editor: Again, any armor that is primarily made up of that which has cloth built into it could have
dolweave added to it. Much more useful to have intimidating armor then not. Of course if you never
roll to intimidate, its a waste of money.

DRAGONBONE BOW
- DRACONOMICON (3.5)
Composite Bow: +100 gp
Weight: 3 lb
A bow carved from a single bone of a dragon (a thigh bone or similarly large bone) displays superior
tensile strength and power. Such a bow is considered a composite bow (short or long) with a strength rating
set by the crafter. In addition, the bows range increment is 20 feet longer than normal for the bows type
(90 feet for a composite shortbow or 130 feet for a composite longbow).
Editor: An extra 100 gp for +20 ft to your range. Sounds like a good deal to me.

DRAGONFANG WEAPON
- DRACONOMICON (3.5)
Piercing and/or Slashing Melee Weapon: +300 gp
Weight: 2 lb
Dragonfang weapons are masterwork weapons crafted from the claws and teeth of a dragon. In addition to
the +1 non-magical enhancement bonus on attack rolls granted by its masterwork quality, a dragonfang
weapon deals 1 point of energy damage on each successful hit. The type of energy is the same as that of the
dragons breath weapon. If a dragon doesnt have a breath weapon that deals acid, cold, electricity, fire, or
sonic damage, dragonfang weapons made from its remains do not deal any extra damage. This damage is
treated as an extraordinary (and thus non-magical) feature of the weapon. It doesnt stack with any other
energy damage (of the same type) dealt by the weapon. A single tooth or claw from a dragon can be crafted
into a light weapon of the same size category as the dragon, a one-handed weapon of one size category
smaller, or a two-handed weapon of two size categories smaller. A single dragons body can provide
enough material for up to twelve weapons. Only piercing and slashing weapons may be created as
dragonfang weapons.
Editor: An extra 300 gp for an extra point of energy damage. Sounds like a good deal to me.

DRAGONHIDE
- DUNGEON MASTERS GUIDE (3.5)
- DRACONOMICON (3.5)
Armor or Shield: x2 cost (Including masterwork)
Armor smiths 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 armor smith 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. Because dragonhide armor isnt made of metal,
druids can wear it without penalty. 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. Dragonhide has 10 hit
points per inch of thickness and hardness 10.
Editor: If you are a druid, this could be a good choice. Otherwise, itll just piss of dragons when they see
you.

DUSKWOOD
- MAGIC OF FAERN (3.0)
Weapon: +1,500 gp
Breastplate: +3,000 gp.
This species of tree grows widely all over Faern, 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 or a
battleaxe) either cannot be made from duskwood or do not gain any special benefit or penalty from being
made of duskwood. Duskwood doesnt work well as armor; it cant be shaped into rings like steel, and
overlapping plates dont flex well. (Even the wood shape spell cant create the level of detail needed).
However, duskwood breastplates are possible, with the following statistics: armor bonus +5, maximum Dex
bonus +4, armor check penalty 2, arcane spell failure 20%. A duskwood breastplate is treated as light
armor for the purposes of movement and other limitations. Duskwood weighs half as much as steel, has
hardness 10, and has 30 hit points per inch of thickness.
Editor: Bluewood would be a better choice in almost every fashion.

ELUKIAN CLAY
- ARMS AND EQUIPMENT GUIDE (3.0)
Light Armor: +1,000 gp
Medium Armor: +2,000 gp
Heavy Armor: +4,000 gp
Shield or Other: +200 gp/lb
Although barely malleable in its natural state, this rough, gray stone can be shaped into weapons and armor
in a process similar to sculpting. Also known as sea-stone, elukian clay is formed in part by seepage from
the Elemental Plane of Water. It has a strong affinity to water, so those traveling in or over large bodies of
water value it greatly. Items made from elukian clay do not count against the wearers weight total when
calculating armor check penalties on Swim checks. Although it can be shaped into a point, elukian clay
does not hold an edge very well. Only piercing and bludgeoning weapons can be made from elukian clay.
Armor and shields made from elukian clay have their armor check penalty increased by 1. Once formed, an
item made from elukian clay takes three days to harden. Items used before the hardening is complete are
easily ruined; such items have 0 hardness and only one-tenth their normal hit points. Once dried, elukian
clay items have a hardness of 10 and 30 hit points per inch of thickness. Shaping elukian clay into armor
requires the Craft (sculpture) skill.
Editor: If you are planning an underwater adventure, this might help. Otherwise, there is no benefit or
point.

ENTROPIUM
- ARMS AND EQUIPMENT GUIDE (3.0)
Light Armor: +750 gp
Medium Armor: +2,000 gp
Heavy Armor: +8,000 gp
Shield: +750 gp
Githzerai armor smiths in the Ever-Changing Chaos of Limbo have found a way to alloy ordinary iron with
some of the shifting chaos-stuff of their native plane. The resulting metal, called entropium, is heavier than
iron but can be used to make effective armor. A suit of entropium armor actually shifts as its wearer moves,
allowing incredible flexibility at the cost of increased weight. Light entropium armor is considered medium
and weighs 2 pounds more than normal, medium armor is heavy and weighs 5 pounds more than normal,
and heavy armor is simply more so, weighing 10 pounds more than normal. Shields also weigh 2 pounds
more than their steel counterparts. The armor check penalty of the armor increases by 2 for Strength-related
skills (Climb and Jump) and decreases by 2 for Dexterity-related skills (Balance, Escape Artist, Hide,
Move Silently, Pick Pockets, and Tumble). The arcane spell failure chance decreases by 10% (to a
minimum of 5%), and the maximum Dexterity bonus increases by +2. Naturally, entropium improves only
armors made primarily of metal, including chain shirts, all medium armors except hide, all heavy armors,
and steel shields. Entropium has a hardness of 15 and 40 hit points per inch of thickness.
Editor: Now, my question is, can I make entropium mithral? I can alloy chaos into my iron, why not my
mithral? I know you cant, but it would be cool. Otherwise, its okay, but if you are going to make
armor out of this, add thistledown to take care of that last 5% ASF.

FERROPLASM
- PSIONICS HANDBOOK (3.0)
Light Armor (EB +1): +1,500 gp
Medium Armor (EB +2): +4,000 gp
Heavy Armor (EB +3): +8,000 gp
Shield (EB +1): +1,500 gp
Weapon Damage [1d4 or 1d6] (EB +1): +2,500 gp
Weapon Damage [More than 1d6] (EB +2): +7,500 gp
Mined from secret locations in the Astral Plane, this malleable metal holds its shape only in the hands of a
psionic being. When an item forged with ferroplasm is unattended or held by a non-psionic creature, it
melts and temporarily loses all special powers. But when wielded by, psionic creature, such an item
immediately springs back into its true shape and regains all abilities. In its proper form, a ferroplasm item
glows with a violet light (illuminating a 10-foot-radius), unless the items owner mentally quenches it. In
an area where psionic powers do not function, it collapses as if in the hands of a non-psionic creature.
Ferroplasm adds to the quality of a weapon or suit of armor based on how much of the material is used.
Thus, ferroplasm full plate offers greater protection (as well as a greater cost) than ferroplasm chainmail,
and a ferroplasm greatsword offers greater offensive capability than a ferroplasm quarterstaff. Weapons
fashioned from ferroplasm have a natural enhancement bonus to attack and damage. Armor fashioned from
ferroplasm bas a natural enhancement bonus to AC. These bonuses do not stack with other enhancement
bonuses. Weapons or armor fashioned from ferroplasm are treated as masterwork items with regard to
creation times, but the masterwork quality does not affect the enhancement bonus of weapons or the armor
check penalty of armor. Ferroplasm has hardness 20 and 40 hit points per inch of thickness when in its true
form, and a hardness of 5 and 10 hit points per inch of thickness when soft.
Editor: Now, this actually is useful. A way to add EB to armor or weapons without having it affect the
number of WSAs you can stack on it. Now, ever weapon, suit of armor and shield is required to have
that initial +1 EB. However, the armor comes with it as part of the armor, so it doesnt count against
the WSAs you can put in the weapon, nor does it apply against the 200,000 gp limit you can put in a
weapon. In fact, you can skip buying a +1 EB for a weapon or suit of armor all together, since it comes
with it. That means you can stick one more WSA into your weapon or armor. The only thing that stops
it from being perfect is that you have to be psionic to use it. But for psionic characters, its so awesome
that you must buy it.

FEVER IRON
- MAGIC OF FAERN (3.0)
Armor: +2,000 gp
Weapon: +1,500 gp
In some volcanic craters, pools of molten metal collect and are never allowed to fully cool. Sometimes
these pools of semi-solid metal attract the raw energy of the Weave and are transformed into what the
dwarves call fever iron. Fever iron can be made fully solid through a magical process that includes
application of intense cold, after which it can be worked like normal iron. Armor made from fever iron
grants fire resistance 2. Weapons forged of fever iron inflict +1 point of fire damage each time they hit (this
is cumulative with other abilities, such as flaming or flaming burst). Items not primarily of metal are not
meaningfully affected. (A longsword or a suit of chainmail is affected, while a spear or a suit of studded
leather is not). Fever iron can never be used in a magic item that uses cold effects, such as a frost or icy
burst weapon. Fever iron weighs the same as steel, has hardness 12, and has 30 hit points per inch of
thickness.
Editor: Extra damage is always good.

FLAMETOUCHED IRON
- EBERRON CAMPAIGN SETTING (3.5)
Armor or Weapon: +1,000 gp
Holy Symbol: 750 gp
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 (hardness 10, 30 hit points
per inch of thickness). 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 his
class level were one higher than it actually is. A flametouched iron weapon or suit of armor has a market
price modifier of +1,000 gp. A flametouched iron holy symbol costs 750 gp. Items without metal parts
cannot be made from flametouched iron.
Editor: Okay, maybe good-aligned for 1,000 gp is a good deal, but over all this element sucks. Id totally
get me a Flametouched Iron Holy Symbol, however.

FRYSTALLINE
- BOOK OF EXALTED DEEDS (3.5)
Weapon: +2000 gp
This mineral grows in the icy mountain caves of Eronia, the second layer of the Blessed Fields of Elysium.
Its resilient, pale-gold crystals contain divine energy that emanates from a god that sleeps beneath the
mountains. Any weapon made of frystalline is treated as good-aligned for the purpose of overcoming
damage reduction. Frystalline has 15 hp per inch of thickness and hardness 10.
Editor: Well, flametouched iron does the same thing for a 1,000 gp less.

GEHENNAN MORGHUTH-IRON
- ARMS AND EQUIPMENT GUIDE (3.0)
Weapon: +4,000 gp
This volcanic mineral is unique to the steep mountains of the Bleak Eternity of Gehenna, where it is
occasionally mined by neutral evil fiends called yugoloths and other creatures on that forbidding plane. It
forges poorly, making weapons that appear pocked and pitted and have a 1 attack and damage penalty.
However, morghuth-iron is extremely toxic, rapidly poisoning the blood. A slashing or piercing weapon
made of Gehenna morghuth-iron is naturally poisonous. The weapon delivers its poison (Fortitude save DC
12) with each successful attack. The initial damage is 1 point of temporary Dexterity; the secondary
damage is 1d4 points of temporary Dexterity.
Editor: Eternal poison is good, but unless you buy assassination or have poison use, youll accidentally
poison yourself on a 1. That said, its poison of the metal so you can put poison on top of the poison.

GLASSTEEL
- CHAMPIONS OF VALOR (3.5)
- RACES OF FAERN (3.0)
Light armor: +2,000 gp
Medium armor: +6,000 gp
Heavy armor: +12,000 gp
Shield: +2,000 gp
Weapon: +500 gp
Other: +100 gp/lb.
Made by the avariels and sun elves in an alchemical process requiring extensive knowledge of both
metallurgy and glassblowing, glassteel combines strength beyond iron with the transparency of glass. It
mostly finds use as a building material in fantastic castles, but it can also be fashioned into weapons and
armor (although glassteel armor is much more costly to craft than even the most ornate blade). Glassteel is
stronger and lighter than iron and completely transparent, lacking the greenish tint of common glass. Items
made of glassteel weigh only half what they otherwise would. Items not primarily made of metal are not
meaningfully affected by being partially made of glassteel. (A breastplate can be made of glassteel, but
hide armor cannot). Glassteel armor counts as one armor category lighter than normal for purposes of
movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as
light, but light armors are still treated as light. Arcane spell failure chances for armors and shields made of
glassteel are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are
lessened by 3 (to a minimum of 0). Glassteel has hardness 20 and 40 hit points per inch of thickness.
Weapons and armor fashioned from glassteel are treated as masterwork items with regard to creation times,
but the masterwork quality does not affect the enhancement bonus of weapons nor the armor check penalty
of armor.
Editor: So its like mithral, but it makes your equipment lighter. There really is no reason to make a
weapon out of it, unless you are trying to keep the weight down. Still, I just like the image of wearing
see through armor. Of course, charisma is usually my dump stat.

GOLD, ALCHEMICAL
- MAGIC OF FAERN (3.0)
Armor: +5,000 gp
Weapon (Up to 1d3): 1,500 gp
Weapon (1d4 to 1d6): 2,500 gp
Weapon (1d8 or higher): 7,000 gp
While most use gold as a currency, spellcasters know of golds magical properties. When magically refined
and treated, gold can be made as hard as steel. The following information refers to magically treated gold.
Armor made from treated gold grants acid and fire resistance 2. Gold armors are one category heavier than
normal for purposes of movement and other limitations (for example, whether a barbarian can use his fast
movement ability while wearing the armor or not). Light armors are treated as medium, and medium and
heavy armors are treated as heavy. Spell failure chances for armor and shields made from gold are
increased by 10%, maximum Dexterity bonus is decreased by 2 (which may bring it below 0), and armor
check penalties are increased by 3. Gold weapons are considered heavy weapons (see the sidebar on Heavy
Weapons). Magically treated gold weighs twice as much as steel, has hardness 10, and has 30 hit points per
inch of thickness.
Editor (Heavy Weapons): Heavy weapons, such as those made from gold or platinum, or unwieldy, but
inflict additional damage. Without the property exotic weapon proficiency feat, you suffer a -4 penalty
on attack rolls with the weapon. Only weapons made largely of metal can become heavy weapons. You
can wield a heavy weapon with one more hand than is needed to avoid the penalty. Basically a light
weapon becomes a one-handed weapon. A one-handed becomes two-handed. You can never use the
weapon finesse feat with a weapon made of heavy metal. Heavy metal weapons inflict increased
damage. Increase the damage by one step as if the weapon were one size class bigger.
Editor: Why is it alchemical Gold? Because it has to be treated before it can be used as armor or a
weapon. Note about the weapons. Lets say you take an exotic weapon and make it into gold. Do you
need to take two exotic weapon feats? No. Take the orc double axe, for instance. If you make it out of
gold, then you have to take Exotic Weapon (Heavy Orc Double Axe) feat. However, you cannot wield
an orc double axe that is not made of gold. So for the cost of a feat (that you may have had to buy
anyways) you can increase the dice of damage for your weapon by one size class. Nice.

HIZAGKUUR
- MAGIC OF FAERN (3.0)
Armor: +2,000 gp
Weapon: +1,500 gp
This rare pale silvery gray metal is named for its discoverer, a dwarf from long ago. It is found only in
scattered, but very rich, deposits deep in the Underdark as a soft, greenish-gray clay-like ore or a flaky
mud. One misstep in its refining, and it remains useless mud. Armor made from hizagkuur grants cold
resistance 2. Weapons forged of hizagkuur inflict +1 point of electricity damage and +1 point of fire
damage each time they hit (this is cumulative with other abilities). Items not primarily of metal are not
meaningfully affected. (A longsword or a suit of chainmail is affected, while a spear or a suit of studded
leather is not). Hizagkuur can never be used in a magic item that uses cold effects, such as a frost or icy
burst weapon. Hizagkuur weighs the same as steel, has hardness 10, and has 30 hit points per inch of
thickness.
Editor: You ever think the author just smashed his head against the keyboard? Any rate, extra damage is
good. +1 and +1 damage is even better. I wouldnt bother with the armor, but the weapon is definitely
a step up over these only +1 damage materials.

JADE
- ORIENTAL ADVENTURES (3.0)
Weapon (1d6 or lower): +6,500 gp
Weapon (1d8 or higher): +7,000 gp
Oni cannot regenerate damage dealt by a jade weapon, and their damage reduction does not apply to even
non-magical jade weapons. Jade is also effective at staving off the effects of the Shadowlands Taint, at
harming ghosts, and at binding other spirits. Jade weapons have the properties of a ghost touch weapon,
except that incorporeal creatures cannot use jade weapons themselves. A character who possesses a jade
weapon receives a +4 sacred bonus on Fortitude saving throws made to resist the Shadowlands Taint. (Even
unworked jade is effective in staving off the Taint; see Chapter 12: The Shadowlands for details).
Editor: Free ghost touch is good, but the cost is fairly high. Still, if you plan on adding any other WSAs on
top of ghost touch, the cost swings back in your favor.

KHEFERU
- SANDSTORM (3.5)
Weapon: x2 cost
Quarried from rare meteorite craters, kheferu ore is an extremely hard, red substance. When forged as an
alloy with iron, carbon, and other trace metals, the resultant material has a consistency and ductility like
that of a standard steel alloy. This final product, simply called kheferu, is distinctive in its glossy sheen and
crimson hue. Many kinds of items can be crafted from kheferu, but weapons are the best choice because of
the alloys particular qualities. A weapon forged from kheferu is bright red. Salt crystals grow on the sides
of the weapon if it is left untended for more than a few months, but these are easily wiped away. A kheferu
weapon bypasses the damage reduction of any creature of the earth subtype, regardless of the type of
damage reduction the creature possesses. Weapons made of kheferu cost twice as much to make as their
normal counterparts. Also, any magical enhancements placed on the weapon cost an additional 2,000 gp.
Items without metal parts cannot be made from kheferu. An arrow could be made of kheferu, but a
quarterstaff could not. A double weapon that is only half made of kheferu increases its cost by 50%.
Kheferu has hardness 10 and 30 hit points per inch of thickness.
Editor: Unless you hate earth subtypes and they happen to have damage reduction, this is mostly useless in
combat. However, in some parts of the campaign setting, salt is worth more then gold. (salt is
necessary to live as well as an excellent preservative.) This weapon grows salt, so you could slowly
grow salt. Itd be like a gold mine.

CYRITE
LEAFWEAVE
- ARMS AND EQUIPMENT GUIDE (3.0)
- RACES OF THE WILD (3.5)
Padded, Leather, Studded Leather, Hide: +740 gp
Elven artisans weave suits of armor from forest 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.
Such suits are made in both springtime and autumn styles: Springtime leafweave armor is vivid green,
while the autumn style is made up of red, orange, and yellow leaves. The spell failure chance for elven
leafweave armor is reduced by 5% due to its increased flexibility, the maximum Dexterity bonus is
increased by +1, and armor check penalties are reduced by 2. Armors that are generally constructed of
metal cannot be duplicated with elven leafweave. Creating elven leafweave armor requires a successful
Alchemy check (DC 25) in addition to the normal Craft (armorsmithing) checks. Leafweave versions of
padded, leather, studded leather, and hide armor exist; leafweave studded leather typically incorporates
darkwood studs to make it druid-friendly. It has hardness 2 and 5 hit points per inch of thickness.
Editor: It reduces spell failure, so combining it with other modifiers and you might get a suit of armor
wizards can wear. For a high Dex fellow or a sneaky thief, this is also useful because of how flexible
the material is.

LIVEWOOD
- EBERRON CAMPAIGN SETTING (3.5)
Any Wooden Object: +50% base cost
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 hernor 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, cannot be made from
livewood.
Editor: Unless you got sort of plan to animate your weapons to attack for you, or want a ticked off dryad
living in your quarterstaff, there isnt much point to this. This is a little too specific to be of use to most
people, but of killer use to a druid.

LIVING METAL
- MAGIC OF FAERN (3.0)
Light Armor: +700 gp
Medium Armor: +2,000 gp
Heavy Armor: +4,500 gp
Other Item: +100 gp/lb
Powerful sources of life energy, such as druid circles or sites holy to Chauntea, sometimes leach energy
into the soil, which changes the properties of the natural deposits of iron buried nearby. This living metal
usually has a light gray-green color and has properties of natural repair and reshaping. It is favored in the
construction of rings of regeneration. Over time, armor made of living metal naturally shapes itself to fit its
wearer. After one tenday of regular wearing, increase the maximum Dexterity bonus by 1, reduce the armor
check penalty by 1, and reduce the arcane spell failure chance by 5% for living metal armor. Armor not
primarily of metal is not meaningfully affected. (A suit of chainmail is affected, while a suit of studded
leather is not). In addition, an item made of living metal naturally repairs damage to itself, healing 1 hit
point per minute. It cannot repair itself if brought to 0 hit points or destroyed (such as through
disintegration). Living metal weighs the same as steel, has hardness 12, and has 30 hit points per inch of
thickness.
Editor: A good deal for what it does. What I want to know is, why does it have to be living iron? Why
cant I make living mithral? By RAW you cant, but boy would that be fun.

MITHRAL
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
- MAGIC OF FAERN (3.0)
Light Armor: +1000 gp
Medium Armor: +4000 gp
Heavy Armor: +9000 gp
Shield: +1000 gp
Other Items: 500 gp/lb
Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like
steel, it becomes a wonderful material from which to create armor and is occasionally used for other items
as well. Most mithral armors are one category lighter than normal for purposes of movement and other
limitations (for example, whether a barbarian can use her fast movement ability while wearing the armor or
not). Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still
treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%,
maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of
0). An item made from mithral weighs half as much as the same item made from other metals. In the case
of weapons, this lighter weight does not change a weapons size category or the ease with which it can be
wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully
affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot
be). Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost
is included in the prices given below. Mithral has 30 hit points per inch of thickness and hardness 15.
Editor: Do I even need to point out that this is a godsend for arcane spellcasters? Mithral bucker allows
you to put all sorts of armor special abilities on it and it doesnt interfere with your spellcasting, or
even using your spell components. There is no point into making weapons out of it, but armor can get
rather usable when you stack this with anything else that decreases arcane spell failure.

OBDURIUM
- STRONGHOLD BUILDERS GUIDE (3.0)
Ammunition: +120 gp
Light Armor: +10,000 gp
Medium Armor: +20,000 gp
Heavy Armor: +30,000 gp
Weapon: +6,000 gp
This incredibly rare and hard metal represents the pinnacle of non-magical strength. Treat weapons and
armor crafted from obdurium as adamantine, except for hardness (30), hit points (60 per inch of thickness,
or twice as many hit points as a typical item), and price (twice the listed price for adamantine).
Editor: Actually, there is no reason to buy this over adamantine, unless for some reason the hit points of
your equipment is a big issue for you. Note, adamantine will over come the hardness of obdurium and
vice versa

OBSIDIAN
- ORIENTAL ADVENTURES (3.0)
Weapon (1d6 or lower): +1,000 gp
Weapon (1d8 or higher): +2,000 gp
Obsidian is almost as effective as jade in certain circumstances: Oni cannot regenerate damage dealt by an
obsidian weapon, and their damage reduction does not apply to even non-magical obsidian weapons. It is
not an effective substitute for jades other uses, however, and it carries the danger of a deadly curse. A
randomly generated obsidian weapon has a 30% chance of carrying the curse of the now-dead moon deity,
Onnotangu. The first time a cursed obsidian weapon deals damage to a creature with the Shadowlands
Taint, the weapons wielder must make a Will save (DC 10). This saving throw must be repeated once
every full moon, and the DC of each successive saving throw increases by 5. When the character fails the
save, he falls into a blind fury, seeking to commit barbaric atrocities against his closest friends and kin.
Believing that he has been betrayed, the character attacks the nearest ally and continues to fight until
unconscious or dead or until no allies remain in his sight. If the character fails five saving throws in a row,
the madness becomes permanent. Discarding the obsidian weapon reverses the curse. Each full moon
thereafter, the Will saves DC decreases by 5 until the character is free of the weapons ill effects.
Editor: Uhhhh why would anyone ever make this weapon?

PANDEMONIC SILVER
- COMPLETE WARRIOR (3.5)
Light Slashing or Piercing Weapon: +9,000 gp
One-Handed Slashing or Piercing Weapon: +11,000 gp
One Head of a Slashing or Piercing Double Weapon: +11,000 gp
Two-Handed Slashing or Piercing Weapon: +13,000 gp
Both Heads of a Slashing or Piercing Double Weapon: +13,000 gp
Mined from thin veins of ore on the plane of Pandemonium, pandemonic silver has all the properties of
alchemical silver. In addition, a thin, unearthly scream issues forth from a bladed weapon made of
pandemonic silver whenever its unsheathed in at least a light breeze. This scream is a sonic, mind-
affecting compulsion that is a fear effect. Other than the wielder, those within 30 feet who hear the scream
must succeed on a Will save or cower for 1d4 rounds. The DC of the Will save depends on the strength of
the wind, as indicated on the table below. Pandemonic silver can be used to coat the striking surface of any
slashing or piercing weapon made of steel. The cost of the weapon increases as shown below.
Wind Force [Speed] (Save DC)
Light [0-10 mph] (10)
Moderate [11-20 mph] (13)
Strong [21-30 mph] (16)
Severe [31-50 mph] (19)
Windstorm [51-74 mph] (22)
Hurricane [75-174 mph] (25)
Tornado [175+ mph] (28)
Editor (Cower): The victim is frozen in fear and can take no actions. A cowering character takes a -2
penalty to Armor Class and loses her Dexterity bonus (if any).
Editor: Expensive and difficult to use, but cower is such an amazing condition to inflict on your enemies it
isnt funny. Combine this with haboob and you got yourself a scary combination. Remember, haboob
requires you to swing it around over your head, it doesnt mean it has to be out of its sheath at the
time. And this material is begging for eager WSA. Then you can draw the weapon as a free action.
Sweet. The problem is if you are using this inside. As its written, there has to be a breeze. By the
chart, it works even at 0 mph. Unfortunately, WotC states that text trumps charts. So by RAW, it wont
work indoors, unless there is some sort of air flow. Check with your DM for clarification.
Editor (Combining Materials): The description of this material is that it is a coating on steel. So by RAI, I
see no reason you cannot coat it on any other material. Technically by RAW, you can only put it on
steel, but there are a number of steel alloys out there, so you should consider those.

PEARLSTEEL
- STORMWRACK (3.5)
Light Armor: +500 gp
Medium Armor: +1,000 gp
Heavy Armor: +1,500 gp
Shield: +500 gp
Weapon: +1,500 gp
A strange metal crafted by secretive aventi metallurgists working near volcanic vents in the ocean floor,
pearlsteel is gleaming, shining steel covered with a blue-white sheen like mother of pearl. Created from
fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land
walker, pearlsteel is highly prized by all undersea races and constitutes a major trade item for the aventi.
Pearlsteel is very light, especially in water. Pearlsteel items weigh 25% less than their normal equivalents.
Pearlsteel also slices more smoothly through the resistance that water presents. When a slashing weapon
made of pearlsteel is used in the water, its damage is reduced by 1 rather than the normal 2 for fighting
in the water with a slashing weapon, and its damage is reduced by 2 instead of half. Likewise, damage
dealt underwater by a bludgeoning weapon made of pearlsteel is reduced by 2 rather than reduced by half.
Editor: If for some reason you feel the need to adventure underwater and not use piercing weapons, then
you might wish to use this. Frankly, Im disappointed that didnt consider its use in ranged weapons.
Id simply buy aquatic WSA and be done with it.
Editor (Combining Materials): I want to know if I can use the technique to combine pearls with other
materials. If I could have adamantine that weighed 25% less, that would be worth 1,500 gp. Talk to
your DM about allowing it. Frankly, I think there need to be more alloys.

PLATINUM, ALCHEMICAL
- MAGIC OF FAERN (3.0)
Armor: +5,000 gp
Weapon (Up to 1d3): 1,500 gp
Weapon (1d4 to 1d6): 2,500 gp
Weapon (1d8 or higher): 7,000 gp
This silvery-white metal superficially resembles aluminum but is extremely heavy. Because it is so
malleable, it must be magically altered to the rigidity of steel so it can maintain its shape even when used in
combat. This process also catalyzes its magical properties. The following information refers to magically
treated platinum. Armor made from treated platinum grants cold and sonic resistance 2. Platinum armors
are one category heavier than normal for purposes of movement and other limitations (for example,
whether a barbarian can use his fast movement ability while wearing the armor or not). Light armors are
treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and
shields made from platinum are increased by 10%, the maximum Dexterity bonus is decreased by 2 (which
may bring it below 0), and armor check penalties are increased by 3. Armor not primarily of metal is not
meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not). Platinum
weapons are considered heavy weapons. Magically treated platinum weighs twice as much as steel, has
hardness 10, and has 30 hit points per inch of thickness.
Editor (Heavy Weapons): Heavy weapons, such as those made from gold or platinum, or unwieldy, but
inflict additional damage. Without the property exotic weapon proficiency feat, you suffer a -4 penalty
on attack rolls with the weapon. Only weapons made largely of metal can become heavy weapons. You
can wield a heavy weapon with one more hand than is needed to avoid the penalty. Basically a light
weapon becomes a one-handed weapon. A one-handed becomes two-handed. You can never use the
weapon finesse feat with a weapon made of heavy metal. Heavy metal weapons inflict increased
damage. Increase the damage by one step as if the weapon were one size class bigger.
Editor: See Gold.

PURPLE MOURNLODE
- MAGIC OF EBERRON (3.5)
Armor or Weapon: +700 gp
Holy Symbol: 400 gp
Mined only in the Mournland in and under the Field of Ruins, mournlode is something of a rarity, and
considered by many churches to be an ideal tool for combating undead manifestations. When mined, this
iron ore has a mottled purple color, resembling some awful blight. When it is refined, it takes on a more
vibrant silvery hue, streaked with veins of purple. In fact, various grades of mournlode exist, each with a
slightly different appearance. To date, purple mournlode is by far the most well known (to the point where
it is often referred to simply as mournlode). Many people (including members of a number of good-
aligned organizations) are confident that mournlode is touched with a protective presence, and they use it to
make armor, holy symbols, weapons, and other implements. Mournlode has the same weight and other
physical characteristics as iron (hardness 10, 30 hit points per inch of thickness), but displays special
qualities depending on the type of item it is forged into. A mournlode weapon overcomes the damage
reduction of undead creatures as if it were crafted of either cold iron or alchemical silver, whichever is
more appropriate. Mournlode armor grants the wearer a +1 resistance bonus on saving throws against any
spells, spell-like abilities, and supernatural abilities used by undead. A character who uses a mournlode
holy symbol to turn undead deals damage equal to her turning level to undead affected by the turning
attempt. For example, a 9th-level paladin (effective turning level 6th) using a mournlode holy symbol
would deal 6 points of damage to any undead creature she successfully turns. A mournlode weapon or suit
of armor costs an extra 700 gp. A mournlode holy symbol costs 400 gp. Items without metal parts cannot
be made from mournlode.
Editor: Actually, as an anti-undead material goes, its not bad. If damage reduction is a problem for you,
then you could do worse then drop 700 gp and use this material in your weapon.

RAZORFEATHER AMMUNITION
- MONSTER MANUAL 5 (3.5)
Cost: +156 gp (Masterwork)
Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30
Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and
adamantine, and to have the keen weapon property.
Editor: These aren't actually listed being sold anywhere, but by the Craft-rules in PHB, raw materials cost
a third of the final result, and Razorfeathers cost 50 gp a piece. The ammunition is considered to be
Masterwork, but the book isn't clear as to whether you have to build the Masterwork component
separately or if you just work the Feathers and they're automatically considered Masterwork. May be
that the actual cost is 156 gp a piece; that's counting the Masterwork cost for each. Anyways, these
arrows are awesome. Just completely incredible. First of all, they're mundane weapons that are
considered Keen. That's a +1 property almost for free. Second, they're considered Masterwork and
Adamantine. That means they're just about the best mundane arrows you can have. It takes a DC 30
Craft (weaponsmithing)-check to make 50 of them. You should ask your DM if these are sold in your
campaign, and if they aren't, it may be an interesting prospect to go on a Steelwing hunt on Acheron or
the Material Plane, and train a bit in the arts of Weaponsmithing (or get help from your friendly
neighborhood Wizard with his immense Int-mod).
Editor (Bolts/Spikes): Since you can make bolts out of them, and you can make spikes out of bolts, you can
make tumbling razorfeather ammunition for crossbows or spike throwers. It will cost an additional 5
gp, halve the range, but increase the damage by +2. Boom goes the dynamite.

RIEDRAN CRYSTEEL
- EBERRON CAMPAIGN SETTING (3.5)
Weapon: +1,500 gp
The Inspired lords of Riedra supervise the mining of a crystalline substance that can be alloyed with iron to
form Riedran crysteel. Crysteel makes excellent weapons, and the crystalline component makes them
resonate with psionic power. When wielded by a character who has at least 1 power point, a crysteel
weapon gains a +1 enhancement bonus on damage rolls. Riedran crysteel has hardness 10 and 20 hit points
per inch of thickness. Items made of crysteel are susceptible to the shatter spell, but gain a + 4 bonus on
their saving throws to resist it because the crystal is alloyed with iron. Items without metal parts cannot be
made from Riedran crysteel.
Editor: If you never plan on enhancing the weapon, maybe. As it stands, it sucks.

RIMEFIRE ICE
- FROSTBURN (3.5)
Weapon: +750 gp
Other Wood Objects: +500/lb
This form of ice is found only in icebergs inhabited by rimefire eidolons. These icebergs are approximately
95% normal ice, but the remaining 5% consists of veins of pale blue ice that glows softly, providing
illumination equal to that of a torch. Rimefire ice is especially cold to the touch, and any creature that
comes in contact with it takes 1 point of cold damage per round of contact. Any amount of resistance or
immunity to cold or the Mark of Hleid feat provides complete protection from this cold damage. The most
unusual aspect of rimefire ice is that it is approximately as flammable as wood; it does not melt when heat
is applied to it. Burning rimefire ice does not deal fire damage, though, even if it is ignited by an open
flame. Rather, burning rimefire ice deals cold damage on anything unfortunate enough to get too close.
Rimefire ice could make an interesting material to forge weapons out of; rimefire ice has about the same
amount of resilience and strength as wood. It cannot be used to make any appreciable armor, but it can be
used to create any weapon that is normally made out of wood (or nearly completely of wood, as in the case
of a spear or javelin). Rimefire ice weapons glow with blue light, providing illumination to a 20-foot
radius. They also deal +1 point of cold damage on each successful hit. Since rimefire is workable as wood,
it can be used to build any object that can normally be made of wood. Rimefire ice objects glow blue,
provide illumination as a torch, and retain their ability to cause 1 point of cold damage per round of contact
to anything touching it. Rimefire ice brought into warmer climates does not melt into water; it melts into
thick white clouds of water vapor with great rapidity. Each minute a piece of rimefire ice is exposed to
temperatures above 40 F, it takes 1d6 points of damage (this damage overcomes the ices hardness and is
not halved, as is most energy damage applied to objects). For each additional 10 degrees hotter than this,
the ice takes an additional 1d6 points of damage per round. Rimefire ice has 5 hit points per inch of
thickness and hardness 3.
Editor: Difficult to work with, unless you can afford a blue ice container, you should stay away from this
material. That said, it would lend itself well to any sort of fire attack. Take an alchemists arrow and
make it out of rimefire ice. Now it does cold damage +1. Thats not quite RAW, but its close enough
for government work.

RIVERINE
- STORMWRACK (3.5)
Light Armor: +9,000 gp
Medium Armor: +16,000 gp
Heavy Armor: +25,000 gp
Shield: +4,000 gp
Other: +2,000 gp/lb
This unusual material is made from water under extremely high pressure, usually obtained from the
Elemental Plane of Water but sometimes from the blackwater trenches far below the oceans surface. The
water swirls and flows continuously, sandwiched between fields of magical force. Half of the Armor Class
bonus from armor and shields made from riverine is a deflection bonus (round down). For example, a suit
of riverine chainmail would provide a +2 armor bonus and a +3 deflection bonus to AC. This substance is
considered masterwork and can be enhanced magically as any other armor. Riverine is sometimes also used
to create walls and even containers. Being enclosed in magical force, it is immune to all damage and is
unaffected by most spells. However, disintegrate immediately destroys an item made of riverine, as does a
rod of cancellation, a sphere of annihilation, or a Mordenkainens disjunction spell, causing the water to
spill out in a sudden rush. Armor and shields made of riverine do not form a complete enclosure, so breath
weapons and spells do still affect the wearer. However, walls of riverine block ethereal travel, breath
weapons, and spell effects, just as a wall of force does.
Editor: Its hard to tell, but by the description, I believe that riverine armor comes with ghost touch. It
doesnt come right out and say it, but because it clocks ethereal travel, that would be ghost touch. Now,
why would anyone buy this when ghost touch is so much cheaper? Not sure. Remember deflection
bonuses do not stack with deflection bonuses.
Editor (Shields): There is one weird way you can use this to your advantage. If you have a shield of
Riverine, you can then wear a second shield and while the shield bonuses wont stack, the deflection
bonus on one shield will apply. That is a lot of effort, but maybe you have some weird build that needs
two shields so you can double shield bash or something. If so, remember that only the shield needs to
be riverine. You can make the shield spikes out of adamantine or something.

SENTIRA
- SECRETS OF SARLONA (3.5)
This bizarre material is wrought by Chosen, Inspired, and (rarely) kalashtar who use powdered crystal and
the power of their thoughts and emotions, also drawing on the essence of Dal Quor. Sentira items are
literally grown into their final form. They have an organic, whorled appearance, much like horn or shell,
with a shimmering, opalescent surface. Color varies based on the emotion used to create the particular
batch. Sentira is lightweight and almost unbreakable. Because of its resonant properties, it is an ideal
material for emotional armor. For purposes other than those described in this chapter, sentira is treated as
mithral. Sentira can be formed, sculpted, and repaired only by psionic creatures that have the Craft (sentira)
skill. Such crafts persons, known in Riedra as thought-weavers, must expend 1 power point for each day of
work on a sentira object, whether building or repairing it.
Editor (Emotional Armor): Sentira doesnt actually cost anything more then the base armor. Ironically,
even though it is listed as lightweight and almost unbreakable it isnt actually listed as any lighter or
harder then any other material. The reason for buying sentira armor is so you can put emotions into the
armor. All of the following are Armor special abilities that only are usable on sentira. So you must at
least buy the armor as masterwork and have a base +1 EB before you can put any of the following into
the armor.
Editor (Calming): The emotional resonance of calming armor helps its wearer to clear his mind and focus
his thoughts. The sentira shell of the armor is deep blue in color. It has a strange sense of depth; an
observer can stare into the shell, as if looking into the shifting depths of an ocean. The calming
property can be applied only to armor made from sentira. The powers of calming armor are
automatically activated when it is worn. Calming armor grants its wearer a +5 competence bonus on
Concentration checks. It has an aura of Minor telepathy and manifester level of 5th. To construct you
need Craft Psionic Arms and Armor, empty mind, caster must be Inspired, Chosen, or kalashtar. It
costs an additional +4,000 gp.
Editor (Dreadful): This special quality allows the wielder to change the form of his weapon. The sentira
shell of the armor is matte black. If anyone studies it, the surface seems to shift; it's as if the armor is
formed from shadow, and something terrible is hidden just beneath, preparing to pull the observer into
the depths. The dreadful property can be applied only to armor made from sentira. The powers of
dreadful armor come into effect any time the wearer is attacked. Anyone making a melee attack against
the wearer of dreadful armor takes a 1 morale penalty on attack rolls and damage rolls. This is a
mind-affecting fear effect. This penalty stacks with the penalty imposed by the Quori Dread feat,
though not with any other morale penalties. It has an aura of Minor telepathy and manifester level of
5th. To construct you must have Craft Psionic Arms and Armor, aversion, and caster must be Chosen,
Inspired, or kalashtar. This is an additional +1 bonus to any armor it is put into.
Editor (Vengeful): Vengeful armor harnesses and amplifies the wearer's desire for revenge on those who
wrong him. The armor shell is the color of fresh blood, and it appears wet to the touch (although it is
not). Anyone who strikes the wearer of the armor in melee combat feels an immediate telepathic surge
of anger. The vengeful property can be applied only to armor made from sentira. The power of
vengeful armor is activated whenever the wearer takes damage or is targeted by a hostile spell, psionic
power, or other aggressive effect. The wearer of vengeful armor receives a +2 morale bonus on attack
rolls and damage rolls made against anyone who damaged her or targeted her with a hostile effect
since her last turn. She also receives a +1 morale bonus on saving throws against effects generated by
these enemies. It has an aura of Minor telepathy and manifester level of 5th. Craft Psionic Arms and
Armor, prowess, caster must be Chosen, Inspired, or kalashtar. This is an additional +1 bonus to any
armor it is put into.
Editor: The dreadful armor actually might not be that bad, if it was a flat cost. As it stands, there are much
better things to spend a +1 bonus on. Over all, it sucks.

SERREN
- BOOK OF EXALTED DEEDS (3.5)
Bow, Arrow, Bolt, Spike: +4,000 gp
Serren trees grow on Arvandor, the uppermost of Arboreas three layers. The trees serve as vessels for
nature spirits, and any branch that falls from a serren tree can be fashioned into a bow, arrow, or crossbow
bolt imbued with a portion of the trees spirit. Serren bows, arrows, and bolts have the ghost touch special
quality, although this property is not magical. Serren has the same hit points per inch of thickness and
hardness as regular wood.
Editor: Okay, it gets ghost touch for 4,000 gp, and thats good. I dont understand why it works in bows,
but not in crossbows, or quarterstaffs, or everything made of wood. Poorly designed and doesnt make
sense.

SOLANIAN TRUE STEEL
- BOOK OF EXALTED DEEDS (3.5)
- ARMS AND EQUIPMENT GUIDE (3.0)
Weapon: +1,000 gp
Mined on the fourth layer of the Seven Mounting Heavens of Celestia, this fine iron needs no alloy and
shines with a silvery gleam. When forged into a weapon, it gives the wielder a +1 bonus on the
confirmation roll for a critical hit. True steel has a hardness of 11 and 25 hit points per inch of thickness.
Editor: Wow. How pointless. Next.

SOARWOOD
- EBERRON CAMPAIGN SETTING (3.5)
Any Wooden Object: x4 cost
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.
Editor: Not much use from a combat perspective, but if you happen to find yourself with high
encumbrance values, this might help you cut that down a bit.

STARMETAL
- COMPLETE ARCANE (3.5)
Ammunition: +60 gp
Light Armor: +5,000 gp
Medium Armor: +10,000 gp
Heavy Armor: +15,000 gp
Weapon: +5,000 gp
This superior alloy is made from meteoric iron specifically, ore refined from meteors that fall during the
rare appearances of the comet Alhazarde. Starmetal is extraordinarily hard, and is equal to adamantine for
all purposes, including overcoming damage reduction or granting damage reduction when used in armor
construction. Starmetal also possesses an inherent magical connection to the Material Plane, meaning that
weapons made of the alloy are especially effective against creatures from other planes. Weapons made of
Starmetal deal an extra 1d6 points of damage to any extra-planar creatures while they are on the Material
Plane.
Editor: An extra 2,000 gp for an extra 1d6 against extra-planar critters. You know, that could be useful to
some people, but for the most part you need to tie it to your campaign setting. Depending on how
much WBL you have to spare, you might be better of with adamantine.

STYGIAN ICE
- FROSTBURN (3.5)
Weapon: +6,000 gp
Other Objects: +2,000/lb
This extra-planar ice comes from Stygia, the fifth layer of Hell. Infused with the soulless evil of that realm,
along with the magical waters of the river Styx, stygian ice is black and constantly crawls with a thin layer
of pale blue mist. Stygian ice is much colder than normal ice, and it melts slowly in non-freezing environs.
The coldness that this ice exudes is magical in nature, and freezes the mind much more rapidly than flesh.
Stygian ice deals 1d6 points of cold damage per round of contact. Worse, if a creature takes damage from
this supernatural cold, it must make a DC 12 Will saving throw or take 2 points of Wisdom damage as its
memories are slowly frozen. If a creatures Wisdom is reduced to 0, further contact causes Constitution
damage. A creature whose Constitution is reduced to 0 by Stygian ice rises as a wraith in 2d4 rounds.
Stygian ice is not much harder than normal ice, so it doesnt make effective armor. Weapons made of
Stygian ice are somewhat fragile, and each time they deal damage the wielder must make a DC 15 Reflex
save to avoid dealing the same amount of damage on the weapon itself. Stygian ice weapons deal 1d6
points of additional cold damage on a hit; if the creature hit takes cold damage, it must make a DC 12 Will
saving throw or take 2 points of Wisdom damage (or Constitution damage, if Wisdom is at 0). This damage
applies to the wielder of the weapon as well; a character who wishes to wield a weapon made of Stygian ice
is advised to seek out protection from cold damage. Stygian ice has 5 hit points per inch of thickness and
hardness 3. Magical fire damage is not halved when applied to stygian ice. An object made of Stygian ice
takes 1 point of damage per hour it exists in an environment above 40 F; this damage overcomes the ices
hardness. As it melts, the ice gives off foul vapors that nauseate anyone within 5 feet who fails a DC 12
Fortitude saving throw.
Editor: Oh so much promise, but it breaks too easily. Keep it in a box made of blue ice and make
ammunition out of this. If you could figure out a way to convince your DM, make a Ocanthus knife out
of this. By RAW, I dont think you can, but BOY would that be a scary dagger. Oh, and dont forget
the foul vapors as it melts, since it takes hours to melt, you could create a fog bank of evil by dropping
stygian ice shuriken every 10 feet.

SUSALIAN CHAIRWEAVE
- COMPLETE WARRIOR (3.5)
Light Armor: +28,000 gp
Medium Armor: +35,000 gp
Heavy Armor: +42,000 gp
Made by a technique known only to the greatest elven armor smiths, susalian chainweave is an elaborate
system of chainmail links knitted together to provide additional protection against some blows. When an
attack with a slashing or bludgeoning weapon hits a character wearing susalian chainweave, the armor
stiffens at the point of contact and disperses the force of the attack. This quality gives the wearer damage
reduction 3/piercing as long as the susalian chainweave armor is worn.
Editor: That is a lot of money for 3/piercing, except that it works on light armor, which usually is only
1/something at best. I dont know about the medium or heavy armor, although combining it with
Heavy impact armor would result in DR 3 against everything. It would be more expensive that
anything else I could possibly think of, but it is what it is.

TARGATH
- EBERRON CAMPAIGN SETTING (3.5)
Ammunition: +3 gp
Light Weapon: +30 gp
One Handed Weapon, or One Head of a Double Weapon: +100 gp
Two Handed Weapon, or Both Heads of a Double Weapon: +200 gp
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. Targath has hardness 9 and 20 hit points per inch of thickness.
Editor: Can you use it against all undead or just those undead? Useless.

THINAUN
- COMPLETE WARRIOR (3.5)
Light Weapon: +10,000 gp
One-Handed Weapon or One Head of a Double Weapon: +15,000 gp
Two-Handed Weapon or Both Heads of a Double Weapon: +20,000 gp
This dark, glittering steel alloy holds an attraction to souls recently released from their bodies. Obviously,
this has application for melee weapons. If a thinaun melee weapon is touching a creature when it dies, that
creatures soul is sucked into the weapon rather than passing on to its final reward. The soul remains in the
thinaun weapon until the weapon is destroyed or another creature dies while touching the thinaun weapon
(the new soul displaces the old one). Raise dead, resurrection, and similar spells wont bring back a
creature whose soul is trapped by a thinaun weapon unless the caster has the weapon in his possession.
Because the soul is nearby, fewer material components are required for such spells: Reincarnation, raise
dead, resurrection, and true resurrection require half as much of the relevant material component
(unguents or diamonds) to cast if the soul is within a thinaun weapon. A thinaun weapon captures a soul
from anyone killed while touching the weapon. This means that if the thinaun weapons wielder dies, her
weapon captures her soul. Only melee weapons made primarily of metal can be crafted as thinaun weapons.
Editor: Despite the belief that you can make ammunition out of this, you cannot. The RAW of it is that you
have to make a weapon out of them. Still, the ability to capture a soul is a rare one and hard to
duplicate by any other means.. What better way to keep a recurring enemy from recurring by sticking
him in a dagger then leaving it in a box.

THISTLEDOWN SUIT
- RACES OF THE WILD (3.5)
Thistledown Suit: 250 gp
Long used in the creation of lightweight padded armor by elven crafters, the silken fabric known as
thistledown has recently been used in other armors as well by inventive halfling armor smiths. Any armor
that normally incorporates an underlying layer of quilted fabric (including chain shirts, as well as any
medium or heavy armor normally made of metal) can substitute a thistledown suit for the normal layer of
fabric. This alteration increases the armors armor check penalty by 1 (because of the added bulk) but
reduces its arcane spell failure chance by 5% (because the quilted thistledown makes the armor less
restrictive for somatic gestures). A thistledown suit requires a DC 15 Craft (tailoring) check to create. It
adds no weight to a suit of armor.
Editor:

TOUCHSTONE BLADE
- PLANAR HANDBOOK (3.5)
Accessory
Cost: +200 gp
A touchstone blade is a non-magical masterwork sword or other weapon forged from metal found at the site
of a planar touchstonethus qualifying it as the portable object required by the Planar Touchstone feat.
The cost of a touchstone blade is equal to the cost of the weapon plus 500 gp (300 gp for the masterwork
weapon, plus another 200 gp for the connection to the planar touchstone). Such items are understandably
rare and sold even more rarely, given the magical benefit they can provide.
Editor: Campaign specific and in most cases not very useful. Technically speaking, any type of metal can
be touchstone.

URDRUKAR
- ARMS AND EQUIPMENT GUIDE (3.0)
Armor and Shield: +500 gp/lb
Urdrukar, often referred to as mind steel, is a dark metal found only in the deepest recesses of the
Underdark. Naturally resistant to divination magic, items made from urdrukar are greatly prized by those
who do not wish to be found. Every 5 pounds of urdrukar that a character wears or carries increases the DC
for all attempts to scry on that character by +2. Armor and shields made from urdrukar have double the
normal arcane spell failure chance. Urdrukar is heavier and harder to work with than most other metals:
Armor made from it tends to be somewhat clumsier, making gestures more difficult. Urdrukar has a
hardness of 15 and 30 hit points per inch of thickness. Metal items made from urdrukar cost an additional
500 gp per pound.
Editor: Get a Nondetection spell cast on you.

WILDWOOD
- RACES OF THE WILD (3.5)
Armor: x2 cost of base weapon, Double masterwork
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 armor smith also skilled in
woodworking, wildwood can be crafted into lightweight armor nearly as strong as steel. It is prized by
druids, who can wear it without sacrificing their class abilities. Wildwood armor provides 1 less point of
armor bonus than ordinary armor of the same sort. However, the armors 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. Armor made from wildwood weighs three-quarters as
much as the same item made from metal. Armor not primarily made of metal is not meaningfully affected
by being partially made from wildwood. 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 (the masterwork cost is included in the armors given cost).
Wildwood armor costs double what ordinary masterwork armor of the same sort costs, but it takes no
longer to make than 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). Wildwood has 10 hit points per inch of thickness and hardness
6.
Editor: I like how it heals, but otherwise is not remarkable. It does reduce arcane spell failure, so its got
that going for it.

YSGARDIAN HEARTWIRE
- ARMS AND EQUIPMENT GUIDE (3.0)
- BOOK OF EXALTED DEEDS (3.5)
Chain shirt, chain mail, heavy armor: +1,500 gp
This incredibly fine, flexible metal is found only in the deep mines of Nidavellir in the Heroic Domains of
Ysgard. It is not suitable for making an entire suit of armor, but small sections of heartwire mail can be
incorporated into chain shirts, chainmail, or heavy armor to reinforce vital areas. This reinforcement has the
effect of increasing the wearers AC by +2 solely for purposes of the roll to confirm a critical hit. The
heartwire is so fine and light that it does not increase the armors weight.
Editor: If you use confirm criticals, this might be of use, but you have to keep track of it. This is one of
those perks that you wont use much, so I can see forgetting to tell the DM when it comes up.

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