Special Materials
In addition to magic items created with spells, some
substances have innate special properties.
If you make a suit of armor or weapon out of more than one
special material, you get the benefit of only the most prevalent
material. However, you can build a double weapon with each head
made of a different special material.
SPECIAL WEAPONS MATERIALS
Each of the special materials described below has a definite
game effect. Some creatures have damage reduction based on their
creature type or core concept. Some are resistant to all but a
special type of damage, such as that dealt by evil-aligned
weapons or bludgeoning weapons. Others are vulnerable to weapons
of a particular material. Characters may choose to carry several
different types of weapons, depending upon the campaign and types
of creatures they most commonly encounter.
Adamantine: This ultrahard 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 it’s light armor, 2/– if it’s medium armor,
and 3/– if it’s 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. Adamantine has 40 hit points per inch of
thickness and hardness 20.
Type of Adamantine Item |
Item Cost Modifier |
Ammunition |
+60 gp |
Light armor |
+5,000 gp |
Medium armor |
+10,000 gp |
Heavy armor |
+15,000 gp |
Weapon |
+3,000 gp |
Darkwood: 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.
Dragonhide: Armorsmiths can work with the hides of
dragons to produce armor or shields of masterwork quality. One
dragon produces enough hide for a single suit of masterwork hide
armor for a creature one size category smaller than the dragon.
By selecting only choice scales and bits of hide, an armorsmith
can produce one suit of masterwork banded mail for a creature two
sizes smaller, one suit of masterwork half-plate for a creature
three sizes smaller, or one masterwork breastplate or suit of
full plate for a creature four sizes smaller. In each case,
enough hide is available to produce a small or large masterwork
shield in addition to the armor, provided that the dragon is
Large or larger.
Because dragonhide armor isn’t 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.
Iron, Cold: 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.
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%.
Cold iron has 30 hit points per inch of thickness and hardness
10.
Mithral: 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. 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 weapon’s 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.
Type of Mithral Item |
Item Cost Modifier |
Light armor |
+1,000 gp |
Medium armor |
+4,000 gp |
Heavy armor |
+9,000 gp |
Shield |
+1,000 gp |
Other items |
+500 gp/lb. |
Silver, Alchemical: 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
can’t be applied to nonmetal items, and it doesn’t
work on rare metals such as adamantine, cold iron, and
mithral.
Alchemical silver has 10 hit points per inch of thickness and
hardness 8.
Type of Alchemical Silver Item |
Item Cost Modifier |
Ammunition |
+2 gp |
Light weapon |
+20 gp |
One-handed weapon, or one head of a double weapon |
+90 gp |
Two-handed weapon, or both heads of a double
weapon |
+180 gp |
|