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Bullet06320
2015-09-17, 02:02 AM
Originally posted by terronus on 21 Dec, 2008 on the WOTC boards and continued here by the GitP community

http://community.wizards.com/forum/previous-editions-general/threads/1776531

Adamantine: grants damage reduction based on armor category. DMG
Arandur: grants sonic resistance. MoF
Astral Driftmetal: effective against incorporeal attacks as if made of force, only a breastplate, shield, or heavy armor can be made from this material. PH
Aurorum: restores itself if sundered. BoED
Blended Quartz: reduces ASF. A&EG
Blueice: reduces armor category, ACP, and ASF (for cold spells) and increases MDB. FB
Bronze: 1 less AC bonus compared to normal steel armors. Dragon Magazine 319 p 40
Bronzewood reduces weight, doesn't affect hide in woodlands. A&EG
Camoflauge Dye: grants a hide bonus (only with specific light armors). RoF
Chitin: replaces metal, increases MDB. RotD
Copper, Alchemical: grants cold resistance. MoF
Cyrite (Arcane Steel): grants a +1 resistance bonus to saves. PGtE
Darkleaf, Elven: reduces ASF, ACP, armor category and increases MDB. A&EG
Darksteel: grants acid resistance. MoF
Darkwood (Zalantar): reduces weight and ACP (shields only). DMG
Dlarun: grants fire resistance. MoF
Dragoncraft Armor/Shield: grants energy resistance 5 against the respective dragon as an extraordinary ability. Reduces armor category and ACP, only available for certain armor types. Draco
Dragonhide: replaces metal to craft most armors. Immune to the breath weapon of the respective dragon species (armor only). DMG/Draco
Dragonhide Mantle: grants energy resistance as dragoncraft armor, but uses the shoulder body slot. Draco
Duskwood: breastplate only; reduces armor category, ASF and ACP, increases MDB. MoF
Elukian Clay: increases ACP, does not apply ACP to swim. A&EG
Entropium: increases armor category and Str ACP, reduces Dex ACP, ASF and increase MDB. A&EG
Fever Iron: grants fire resistance. MoF
Flametouched Iron: grants a saving throw bonus vs. evil outsider spells, SL and supernatural abilities. ECS
Fluid Stone - Dragon Magazine 347 pg 51 - Armor grants a +2 on swim checks(other wise treated as steel), looks like glass but hardness of 10 and 5 hps per inch, evaporates immediatly if taken from the water
Glassteel: reduces armor category, ACP and ASF, increases MDB, stronger and lighter than iron. RoF pg 158, updated (nerfed) in Champions of Valor on pg 65
Gold, Alchemical: grants fire and acid resistance, increases armor category, ACP and ASF, decreases MDB. MoF
Hizagkuur: deals bonus electricity damage. MoF updated on page 157 of Underdark adds bonus fire and electricity damage, considered silver and cold resistance for armors
Kaorti: protects the wearer from the effects of the Material Plane The Kaorti Ubercyst (http://archive.wizards.com/default.asp?x=dnd/re/20031014a) see also FF Pg 110
Leafweave, Elven: reduces ASF and ACP, increases MDB, cannot replace metal armors. A&EG
Living Metal: reduces ACP and ASF, increases MDB. MoF
Mindsteel: +4 vs mind influencing effects. +25% weight -2 ac, +1 armor check penalty. Dragon Magazine Annual 5
Mithral: reduces armor category, ACP and ASF, raises MDB. DMG
Mournlode, Purple: resistance bonus vs. the spells, SL and supernatural abilities of undead. MoE
Platinum, Alchemical: grants cold and sonic resistance, increases armor category, ACP and ASF, decreases MDB. MoF
Oerthblood: must be primarily metallic, grants DR and a luck bonus to saves vs magic, Dragon Magazine 351 pg 45
Riverine: half the armor bonus becomes deflection (see misc. for more properties). SW
Sentira: replicates mithral, required to craft emotional armor (emotional armor has some pretty decent bonuses. All three are published in the same book: Calming, Dreadful, and Vengeful). SoS
Shadowsilk: can only be used to make certain light armors, grants a bonus to hide/move silently, increases MDB, reduces ACP and ASF (in shadows/darkness). ToM
Silk Armor: used for light armor, non masterwork can be enchanted, takes half the time to add enhancements. Dragon 298 pg 50
Starmetal: replicates adamantine. CAr
Susalian Chainweave: grants damage reduction /piercing. CM
Thistledown: used for padded armor, provides a bonus to hide checks in shadowy/dark areas. RotW
Twisted Silk: used for light armor, silk wound around strands of mithral. Dragon 348 pg 87
Urdrukar(mindsteel): increases the DC vs. scrying on the wearer, doubles ASF. A&EG
Wildwood: reduces the AC bonus, ACP and ASF, increases MDB and has no ACP when used to hide in undergrowth. Wildwood heals itself if soaked in water or while in sunlight. RotW
Ysgardian Heartwire: increases AC vs. crit comfirms. A&EG

For more information on Bark, bone, chitin, cord, hide, leather, shell, wood for armors see the article in Dragon Magazine 319 (no difference in mechanics from PHB listed armors)



Alien Plastic (10-foot-by-10-foot section): 6 in. thick; hardness 10; 60 hp. Return to the Temple of the Frog (http://archive.wizards.com/default.asp?x=dnd/oa/20070223a) pg 10,26
Blueice: weighs half as much as metal, maintains a freezing temperature. FB
Bluewood: items weigh half, not effective for weapons. UE
Cinnabryl: 20 hps per inch, hardness of 8, used to make special talismans. Dragon 315
Collapsium: 1/16 inch = 100 hardness/20hp Return to the Temple of the Frog (http://archive.wizards.com/default.asp?x=dnd/oa/20070223a) pg 17,26
Colored Metal: makes anything your favorite color. RotD
Crystal: replaces metal. EXH
Darkwood (Zalantar): reduces the weight of wooden items by half. DMG
Densewood: increases weight and the break DC of the item. ECS
Dragonshard: grants special abilities, usually crafted to make wondrous items. ECS
Dwarvencraft: increases an items hp, hardness, and break DC (this modifies a material, similar to a template). RoS
Flametouched Iron: increases your effective level for turning. ECS
Fyrite - Dragon Magazine 347 pg 48-9 - metal objects (including armor and weapons) are immune to all fire and heat, but take double damage from cold sources.
Livewood: allows the item to be affected by most spells that affect living plants. ECS
Mithral: reduces the weight of an item by half. DMG
Moonblood: sacred bonus to AC. BoED
Mournlode, Purple: damages undead when used as a holy symbol for turning. MoE
Obdurium: Hardness 30, HP 60 per inch. SBG
Pure Ore - Dragon Magazine 347 pg 47 - adds masterwork quality , double the hit points and double the hardness to metal objects
Red Steel: costs less to enchant items 30 hps per inch, hardness of 15. Dragon 315
Riverine: invulnerable to physical damage, susceptible to certain dispelling effects. SW
Soarwood: increases the speed of a boat or ship. ECS
Storm Tears: replicates the spell heart's ease. BoED
Targath: saving throw bonus vs. disease. ECS
Vermeil: a red powder that causes The Red Curse and obscures magical auras. Dragon 315

Ferroplasm: Psionics Handbook (3.0)

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 nonpsionic 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 item’s owner mentally quenches it.
In an area where psionic powers do not function, it collapses as if in the hands of a nonpsionic creature. ...

Weapons fashioned from ferroplasm have a natural enhancement bonus to attack and damage....
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....

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.



Abyssal Bloodiron: replicates cold iron, bonus to confirm crits. PH
Adamantine: bypasses /adamantine damage reduction, ignores hardness 20 and below when used to sunder items. DMG
Aurorum: restores itself if sundered. BoED
Baatorian Green Steel: enhancement bonus to damage. A&EG
Blueice: Slashing weapons deal bonus damage. FB
Blood Obsidian: +1 natural enhancement bonus on damage, hardness 12 and 30 hp per inch of thickness. Dragon Magazine 319 p 39
Bone: -2 attack and damage (minimum damage 1) hardness of 6 10 hps per inch, and weighs half as much Dragon Magazine 319 p 39
Bronze: -1 attack and damage, hardness of 9 and 20 hp per inch. Dragon Magazine 319 p 40
Bronzewood: reduces weight. A&EG
Byeshk: deals bonus damage with bludgeoning weapons, bypasses the damage reduction of daelkyr. ECS
Calomal: overcomes the damage reduction of creatures with the fire subtype. MoE
Copper-Adamantite alloy: d8 d10 d12 damage +1 damage Dragon Magazine Annual 5
Crystal, Deep: deals bonus damage by channeling power points. EXH
Cyrite (Arcane Steel): bypasses /magic damage reduction PGtE
Darksteel: deals bonus electricity damage. MoF
Dlarun: deals bonus frost damage. MoF
Dragonbone Bow: increases the range by 20' and makes the bow composite. Draco
Dragonfang: grants an enhancement bonus to attacks and energy damage of the respective dragon as an extraordinary ability. Draco
Duskwood: steel weapons weigh half as much. MoF
Fever Iron: deals bonus fire damage. MoF
Flametouched Iron: weapon is considered good-aligned. ECS
Frystalline: weapon is considered good-aligned. BoED
Gehennan Moghuth-Iron: penalty to attack and damage, but naturally poisonous. A&EG
Glassteel: makes hidden weapons harder to spot. Stronger and lighter than iron. RoF pg 158, updated (nerfed) in Champions of Valor on pg 65
Gold, Alchemical: increases the damage dice of a weapon.* MoF
Hizagkuur: deals bonus electricity damage. MoF updated on page 157 of Underdark adds bonus fire and electricity damage, considered silver and adds cold resistance for armor
Iron, Cold: bypasses /cold iron damage reduction. DMG
Kaorti: critical becomes X4 when used for slashing or piercing weapons and makes it an Exotic Weapon. It has no effect when used for other items. The Kaorti Ubercyst (http://archive.wizards.com/default.asp?x=dnd/re/20031014a) see also FF Pg 110
Kheferu: bypasses the damage reduction of creatures with the earth subtype. SS
Lenaer wood: -25% weight, +10' range increment. Dragon Magazine Annual 5
Mournlode, Purple: overcomes undead damage reduction as silver or cold iron. MoE
Nephelium: a ferrous metal identical to iron(same stats) except its transparent. Purposely adding mineral impurities to can produce shades of sapphire, emerald, ruby. Sunless Citadel p.32.
Oerthblood: must be primarily metallic, +1 luck bonus on att and dmg, and applies a penalty if hit, Dragon Magazine 351 pg 45
Pandemonic Silver:replicates silver, creates a 30 ft. aura of fear when unsheathed in windy conditions. CW
Pearlsteel: reduces the penalties of using a weapon underwater. SW
Platinum, Alchemical: increases the damage dice of a weapon.* MoF
Riedran Crysteel: deals bonus damage to psionic creatures. ECS
Rimefire Ice: deals bonus cold damage. FB
Silver, Alchemical: bypasses /silver damage reduction, reduces weapon damage. DMG
Serren: adds the ghost touched property. BoED
Slug crystal: -25% weight, but very brittle. Dragon Magazine Annual 5
Solarian Truesteel: bonus to confirm crits. BoED
Starmetal: replicates adamantine, but deals extra damage to extraplanar creatures. CAr
Stone: -2 attack and damage, hardness of 8 and 15 hos per inch. Dragon Magazine 319 p 40
Stygian Ice: chance to break when dealing damage, deals bonus cold damage and chance to deal WIS damage on hit. FB
Targath: overcomes the damage reduction of Aerenal deathless, reduces attack and damage. ECS
Thinaun: absorbs the souls of those who die while touching the weapon, and prevents their resurrection unless the caster has the weapon at hand. CW
Truesilver: can be added to an existing weapon, and have "No aura (nonmagical)" Ghostwalk
Vakar metal: +2d6 damage vs. elves. Dragon Magazine Annual 5
Wood: club, quarterstaff, sap, great club and all bows and crossbows suffer no penalty, other bludgeoning weapons suffer -3 attack and damage (minimum 1 damage) 5 hardness and 10 hps per inch. Dragon Magazine 319 p 40

*these materials make a weapon "heavy" and require exotic weapon proficiency to wield.


Other Stuff:
You can enhance a wand's ability if you place a gem inside it at creation. You can only use one gem at a time, and they do one of two things:
1. raise the DC of the spells charged, or
2. raise your ECL if it does not have a DC.
Many gems have a similar effect; this is because some do their job more efficiently. Fire opal > Jacinth, for example.

Amaratha: increases CL for energy resist spells
Beljuril: electricity descriptors
Black Opal: force descriptors
Black Sapphire: darkness descriptors
Diamond: increases CL for healing spells
Emerald: enchantments
Fire Opal: fire descriptors
Jacinth: fire descriptors
Jasmal: increases CL for spells that provide enhancements to armaments
King's Tear: divinations
Moonbar: conjuration (calling) spells
Opal: enchantment (charm) spells
Orblen: conjuration (creation) spells
Orl: chaotic descriptors and spells that provide luck bonuses
Ravenar: sonic descriptor
Red Tear: transmutation
Rogue Stone: teleportation and chaotic
Ruby: evocation
Sapphire: conjuraton (summoning)
Star Ruby: illusion
Star Sapphire: abjuration
Tomb Jade: enchantment (compulsion)
Water Opal: divination
Zendalure: necromancy

All gems are published in Magic of Faerun (MoF)


Not really special materials, but they give special abilities that are very similar, so I think they're worth listing. This is not a summary of how templates work, but a brief explanation of their respective special abilities.

Feycraft:
Armor: reduces weight and ASF, grants a bonus to bluff checks.
Weapon: reduces weight and size category.
Fireshaped:
Armor: bonus to saves vs. fire and heat effects.
Weapon: deals bonus damage to creatures with the cold subtype.
Githcraft:
Armor: reduces ASF, grants a bonus to concentration checks.
Weapon: deals bonus damage to psionic creatures.
Gloryborn:
Armor: bonus to AC when charging.
Weapon: bonus to damage when charging.
Hellforged:
Armor: increases ACP and ASF, reduces MDB, grants bonus AC while adjacent to an ally.
Weapon: deals bonus damage to targets that are flanked.
Pitspawned:
Armor: deals damage to melee attackers.
Weapon: bonus to confirm crits.
Soulforged:
Armor: bonus to resist bullrushes or trip attempts.
Weapon: bonus damage against a charging foe.

All templates are published in Dungeon Master's Guide II (DMG II), except:

Dwarvencraft: increases an items hp, hardness, and break DC (this modifies a material, similar to a template). RoS

Templates from Dragon Magazine #358

Acid Washed: bonus against acid, rust or distintegration
Basket Hilt: bonus against disarm attempts
Caster Armor: reduces ASF
Enhanced Bracing: Bonus to damage when set against a charge
Enviromentally Designed: Bonus to saving throws against harsh enviromental conditions(hot or cold)
Folded Metal: Bonus to hardness
Lightweight: makes armor lighter
Long-Range: increases range increment of bows and crossbows
Ornate: bonus to diplomancy or intimidate
Perfect Balance: bonus to AC when taking the total defense action, melee weapon only
Razor Sharp: extra damage on a bladed slashing weapon
Reinforced: increased armor bonus and weight
Resilient: extra hit points to the item
Segmented: increases MDB
Serrated: extra damage on a successful critical hit
Vital Coverage: bonus to AC when opponent is confirming a critical

Dragon Magazine Annual 5
"Breakaway" weapons: reduces carrying size; threat on natural 20 only
Quicksilver/iron-filled: +2 damage maces, morningstars, hammers +2 damage, +1 damage for most other types


A&EG - Arms and Equipment Guide
BoED - Book of Exalted Deeds
CAr - Complete Arcane
CW - Complete Warrior
DMG - Dungeon Master's Guide
DMGII - Dungeon Master's Guide II
Draco - Draconomicon
ECS - Eberron Campaign Setting
EXH - Expanded Psionics Handbook
FB - Frostburn
FF - Fiend Folio
MoE - Magic of Eberron
MoF - Magic of Faerun
PGtE - Player's Guide to Eberron
PH - Planar Handbook
RoF - Races of Faerun
RoS - Races of Stone
RotD - Races of the Dragon
RotW - Races of the Wild
SoS - Secrets of Sarlona
SBG - Stronghold Builder's Guide
SS - Sandstorm
SW - Stormwrack
ToM - Tome of Magic
UE - Unapproachable East

ACP - armor check penalty
ASF - arcane spell failure
MDB - maximum dexterity bonus

Disclaimer: I didn't bother to look at hp and hardness changes, nor weight (unless this seemed to be the defining attribute of a material). You can guess for most stuff ...glassteel definitely isn't as hard as real steel. Neither is wood in most cases. If something is made lighter, its probably weaker!

This is just a compilation to get an idea of what a material's special abilities are and see if it looks worth checking out.

If you find any errors, oversights, or know of other materials from different books, please let me know.

Magical Plants and Where to Find them (http://www.giantitp.com/forums/showthread.php?479663-Magical-Plants-and-Where-to-Find-them-WIP)

Bullet06320
2015-09-17, 02:03 AM
reserved for future use if needed
and also if you see anything that needs to be added or corrected, let me know

GilesTheCleric
2015-09-17, 02:15 AM
You could point the link to the wayback machine; that might be more stable.

Kelb_Panthera
2015-09-17, 02:19 AM
You should probably check this over. I spotted an error pretty much instantly. Glassteel is actually both stronger and lighter than steel. Strong as adamantine and light as mithral, in fact. It's one of my favorite special materials. :smalltongue:

I realize it's just a copypasta but accuracy is important, eh?

Bullet06320
2015-09-17, 02:37 AM
You should probably check this over. I spotted an error pretty much instantly. Glassteel is actually both stronger and lighter than steel. Strong as adamantine and light as mithral, in fact. It's one of my favorite special materials. :smalltongue:

I realize it's just a copypasta but accuracy is important, eh?

RoF states that Glassteel is stronger and lighter than iron, added that to the description and added the page number while I had the book open

and I agree accuracy is important

Curmudgeon
2015-09-17, 04:35 AM
Glassteel started as a useful (but expensive) material in Races of Faerûn on page 158. It got updated (nerfed) in Champions of Valor on page 65. The newer version has nearly identical properties to mithral (matching exactly in weight, ASF, MDB, and ACP), so there's hardly any reason for its existence. The older, more expensive version combined the qualities of adamantine and mithral for a unique effect. It worked really well in an Antimagic Field, for example.

There are more weapons and armor templates in Dragon # 358, including Serrated, Razor Sharp, and Resilient.

Bullet06320
2015-09-17, 05:10 AM
thanks Curmudgeon I forgot about that article, I use a couple of them all the time too, DOH!
and added those to the lists

daremetoidareyo
2016-02-09, 11:26 AM
page 157 of Underdark updates Hizagkuur special material.

This information supersedes the description of hizagkuur found in Magic of Faerûn.
+1 fire damage and +1 electric damage for weapons.
Cold resistance 2 for armors

"Hizagkuur weighs the same as steel, and it has a hardness of 10 and 30 hit points per inch of thickness. A hizagkuur weapon is treated as silver for the purpose of defeating damage reduction, but it takes no penalty on its damage roll."
Market Price Modifier: Armor +2,000 gp; weapon +12,500 gp.

Bullet06320
2016-02-10, 03:46 AM
good find, updated

Bullet06320
2016-03-23, 02:30 AM
Updated, I found this and added it
Armor
Oerthblood: must be primarily metallic, grants DR and a luck bonus to saves vs magic, Dragon Magazine 351 pg 45
Weaponry
Oerthblood: must be primarily metallic, +1 luck bonus on att and dmg, and applies a penalty if hit, Dragon Magazine 351 pg 45

Bullet06320
2016-03-24, 03:40 AM
update
added

Pure Ore - Dragon Magazine 347 pg 47 - double the hit points and double the hardness to metal objects

Fyrite - Dragon Magazine 347 pg 48-9 - metal objects (including armor and weapons) are immune to all fire and heat, but take double damage from cold sources.

Fluid Stone - Dragon Magazine 347 pg 51 - Armor grants a +2 on swim checks(other wise treated as steel), looks like glass but hardness of 10 and 5 hps per inch, evaporates immediatly if taken from the water

Bullet06320
2016-04-04, 06:10 AM
updated, added all these

weapons
Blood Obsidian: +1 natural enhancement bonus on damage, hardness 12 and 30 hp per inch of thickness. Dragon Magazine 319 p 39
Bone: -2 attack and damage (minimum damage 1) hardness of 6 10 hps per inch, and weighs half as much Dragon Magazine 319 p 39
Bronze: -1 attack and damage, hardness of 9 and 20 hp per inch. Dragon Magazine 319 p 40
Stone: -2 attack and damage, hardness of 8 and 15 hos per inch. Dragon Magazine 319 p 40
Wood: club, quarterstaff, sap, great club and all bows and crossbows suffer no penalty, other bludgeoning weapons suffer -3 attack and damage (minimum 1 damage) 5 hardness and 10 hps per inch. Dragon Magazine 319 p 40

Armors
Bronze: 1 less AC bonus compared to normal steal armors. Dragon Magazine 319 p 40
Bark, bone, chitin, cord, hide, leather, shell, wood
For more information on Bark, bone, chitin, cord, hide, leather, shell, wood for armors see article in Dragon Magazine 319 (no difference in mechanics from PHB listed armors)

Misc.
Cinnabryl: 20 hps per inch, hardness of 8, used to make special talismans. Dragon 315
Red Steel: costs less to enchant items 30 hps per inch, hardness of 15. Dragon 315
Vermeil: a red powder that causes The Red Curse and obscures magical auras. Dragon 315

daremetoidareyo
2016-12-21, 10:01 PM
Nephelium from the Sunless Citadel p.32.


Nephelium: Found only in the rarest veins of areas saturated with magic, nephelium has all the attributes of iron (it is ferrous), except that it is transparent. It does not add to the quality of a weapon or a suit of armor, but alloys made from nephelium are transparent. Thus, Nephelium plate appears glasslike, as does a nephelium battleaxe. Purposely adding mineral impurities to nephelium can produce shades of sapphire, emerald, and ruby. Nephelium can be enchanted just like standard iron. Weapons or armor fashion from nephelium cost 100 gp more than weapons or armour fashioned from standard materials, due to its scarcity.

Inevitability
2016-12-22, 02:05 AM
Nephelium from the Sunless Citadel p.32.


Nephelium: Found only in the rarest veins of areas saturated with magic, nephelium has all the attributes of iron (it is ferrous), except that it is transparent. It does not add to the quality of a weapon or a suit of armor, but alloys made from nephelium are transparent. Thus, Nephelium plate appears glasslike, as does a nephelium battleaxe. Purposely adding mineral impurities to nephelium can produce shades of sapphire, emerald, and ruby. Nephelium can be enchanted just like standard iron. Weapons or armor fashion from nephelium cost 100 gp more than weapons or armour fashioned from standard materials, due to its scarcity.

Transparent iron? Now to make a character that only attacks with LoS-attacks in a Nephelium battle shell...

Bullet06320
2016-12-22, 06:39 AM
updated that

etrpgb
2017-02-27, 05:40 AM
You might want to add the Kaorti, from the Far Realms plane.
http://archive.wizards.com/default.asp?x=dnd/re/20031014a

Kaorti: requires a feat to use. Kaorti material changes the critical to 4x when used for slashing or piercing weapons. It has no effect when used for other items. (Web enhancement)

A Kaorti Jovar is a 2d6 18-20/x4 weapon. It almost makes you think Fighter can have shiny things.

Bullet06320
2017-02-27, 07:34 AM
You might want to add the Kaorti, from the Far Realms plane.
http://archive.wizards.com/default.asp?x=dnd/re/20031014a

Kaorti: requires a feat to use. Kaorti material changes the critical to 4x when used for slashing or piercing weapons. It has no effect when used for other items. (Web enhancement)

A Kaorti Jovar is a 2d6 18-20/x4 weapon. It almost makes you think Fighter can have shiny things.

Kaorti is often cited on this forum for weapon builds im surprised it got missed on this list here

added it to the weapon section and also added it to the armor section as it does give a benefit, protects the wearer from the effects of the Material Plane

Fighter can have shiny things, they just need to polish their armor, lol

Bullet06320
2017-12-10, 07:55 AM
Update



Also, Dragon Magazine Annual 5 have Lenaer wood (-25% weight, +10' range increment), Vakar metal (+2d6 damage vs. elves), copper-adamantite alloy, and Slug crystal (-25% weight, but very brittle)


also added from the same article
mindsteel +4 vs mind influencing effects. +25% weight -2 ac, +1 armor check penalty
"Breakaway" weapons: reduces carrying size; threat on natural 20 only
Quicksilver/iron-filled: +2 damage maces, morningstars, hammers +2 damage, +1 damage for most other types

Darrin
2017-12-11, 10:54 AM
Some other materials:

Blood Glass (Secrets of Xen'drik p. 147). Weapons deal +1 damage and are -10% weight, but are much more fragile: lower hardness and vulnerable to shatter.

Chameleon Leather (Serpent Kingdoms p. 148). Similar to leather, but grants a +2 circumstance bonus to Hide checks.

Chitine Web (FR Underdark p. 66). Similar to leather scale, but made out of spider-slobber. Decays unless you periodically add more spider-slobber.

Coral (A&EG p. 15). Roughly equivalent to splint or banded mail, but cheaper than stone plate.

Dendritic Crystal (A&EG p. 15/Races of Faerun p. 157). Crystal armor that grows on you... literally. In fact, the only way to take it off is to break out of it. Keep at least 5 pounds of it on you, and it grows back in 8 hours.

Dhenuka Hide (Oriental Adventures p. 75). Made out of rhino skin. Better AC than hide armor (comparable to scale mail), but MaxDex and ACP are worse.

Dreamhide (Secrets of Xen'drik p. 136). Made from the skin of dream serpents. Comparable to a chain shirt but has better MaxDex.

Dwarven Stone (A&EG p. 17). Similar to heavy plate, but better ACP.

Feather Cloak (Sandstorm p. 99). Similar to leather, but better in a hot environment.

Firebrass (Secrets of Xen'drik p. 147). Same properties as mithral but looks way more badass.

Mammoth Leather (Races of Stone p. 157). This would be much more badass than a chain shirt if it wasn't Exotic.

Mud (Races of Faerun p. 158). Its... uh... really cheap? We tried to optimize it in this thread (http://www.giantitp.com/forums/showthread.php?500133-Mud-armor-optimization).

Nightscale (FR Underdark p. 66). Same armor bonus as leather but with a MaxDex bonus on steroids.

Scorpion Breastplate (Races of Eberron p. 171/Secrets of Xen'drik p. 136). Another member of the "chitin" family, this one comparable to scale mail.

Siege Beetle Chitin (MMV p. 153). Most obscure member of the "chitin" family, similar to scale mail but has better MaxDex, ACP, and weight. Even better, non-magical resistance to electricity/sonic 5.

Serpentscale Mail (Serpent Kingdoms p. 148). Slightly better (higher MaxDex) than typical scale mail.

Shapesand (Sandstorm p. 102). You can use several jugs of this to shape heavy plate or mechanus gear.

Sharkskin (Races of Faerun p. 158/Stormwrack p. 106). More badass version of studded leather.

Spidersilk (FR Underdark p. 66). One of the best replacements for studded leather. It's exotic, but if you make it masterwork, the ACP is 0, and thus no penalty for non-proficiency.

Stonemail (FR Underdark p. 66). Similar to chainmail but requires Heavy Armor Proficiency, even though it weighs *less* than chainmail.

Stone Plate (Races of Stone p. 158). Roughly equivalent to banded mail... but still weighs *less* than chainmail. WTF?

Tentacled Hide (FR Underdark p. 67). What... I don't even... how would you not trip over... uh... skip this one.

Thaalud Stone Armor (Anauroch: The Empire of Shade p. 108). Highest armor bonus in print (+12). Made out of a rare stone that is resistant to chips/fractures, and held together with metal rivets, although the description doesn't say what kind of metal.

Thunderhide (Serpent Kingdoms p. 148). If only this armor was as good as its name... but not as good as leather scale or sharkskin.

Vine (Secrets of Xen'drik p. 136). Similar to chameleon leather, grants a +2 circumstance bonus to hide, but only in a jungle environment, and you need to water it or it withers away.

War Chitin (Secrets of Xen'drik p. 136). Heavier upgrade to the scorpion breastplate, same armor bonus as dragonhide/chitin half-plate but better MaxDex and ACP.

Wicker (A&EG p. 17). A more expensive version of mud, but gives you a +5 circumstance bonus on Hide checks while inside a Pier One Imports store.

Bullet06320
2018-05-22, 04:22 AM
There are some: Special materials - heavier weapon

+X lbs.
Entropium (Arms and Equipment Guide)

x1.5 heavier
Byeshk (Eberron Campaign Setting)

X2 heavier
Alchemical Gold (Magic of Faerûn)
Alchemical Platinum (Magic of Faerûn)
Blended Quartz (Arms and Equipment Guide)
Densewood (Eberron Campaign Setting)

Unspecified
Hellforged template (Dungeon Master's Guide II) "In addition, they generally appear heavier than their normal counterparts"
Staff of Abyssal Iron (Planar Handbook) Duh! It's literally made of iron - thus, should be notably heavier than usual wooden staves
Urdrukar (Arms and Equipment Guide) "Urdrukar is heavier and harder to work with than most other metals"

Illusory weight?
Heavy signature trait (Dungeon Master's Guide II) "An item that has this trait feels unusually heavy when held, though its actual weight is unchanged."

adding this link http://www.giantitp.com/forums/showthread.php?559322-Special-materials-heavier-weapon

Bullet06320
2020-07-14, 09:32 PM
Update

added

Ferroplasm: Psionics Handbook (3.0)

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 nonpsionic 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 item’s owner mentally quenches it.
In an area where psionic powers do not function, it collapses as if in the hands of a nonpsionic creature. ...

Weapons fashioned from ferroplasm have a natural enhancement bonus to attack and damage....
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....

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.


and

Truesilver: can be added to an existing weapon, and have "No aura (nonmagical)" Ghostwalk

as usual thanks ShurikVch

nielsen151
2020-07-24, 05:41 PM
1/16 of an inch of collapsium = 100 hardness / 20 HP

pg 17 & 26 Return to the Temple of the Frog

http :// archive.wizards.com/default.asp?x=dnd/oa/20070223a

Bullet06320
2020-07-24, 10:22 PM
1/16 of an inch of collapsium = 100 hardness / 20 HP

pg 17 & 26 Return to the Temple of the Frog

http://archive.wizards.com/default.asp?x=dnd/oa/20070223a

Now that's what I like, stuff from really obscure sources that pop up years later, thanks, i added that and also found this in the same module

Alien Plastic (10-foot-by-10-foot section): 6 in. thick; hardness 10; 60 hp. pg 10 and 26

and I found this in the same module, i haven't had time to research if its unique or listed elsewhere yet, but its not listed above so may as well make note of it here
Superior Masonry Stone Walls (10-foot-by-10-foot
section): 1 ft. thick; hardness 8; 90 hp; break DC 36;
Climb DC 15. on page 10

WormSlayer
2020-12-07, 01:22 AM
Great list, I've been researching all the materials on it, and I have some obscure trivia to argue over :vaarsuvius:

Camouflage Dye: It's not actually a material that things are made out of?

Susalian Chainweave: Similarly; it may be made by a technique known only to the greatest elven armorsmiths, but its a type of armor, not a material that armor is made out of—you could have adamantine sussalian chainweave?

"Crystal": In the original Psionics Handbook, it is listed among the random psionic armor properties as "Crystalline", and says "This armor is made completely of crystal." In the Expanded Psionics Handbook, however, it is now called "Gleaming", and says "This kind of armor is usually made of crystal, though it doesn’t have to be."

Dwarvencraft: Again it doesnt seem to be any particular material? Races of Stone says that it is a dwarven level of quality above masterwork.

Moonblood: It is listed as a special material in BoED, but it seems more like weird cross between an oil and a scroll to me? Its a "silvery substance" that celestials use to paint runes on themselves with, but they have to pass a DC 22 Craft (painting) check or they get the runes wrong and the moonblood does nothing.

Truesilver: Back to what seems to be my pet peeve here, its listed under "magic items, arms and shield special abilities", alongside Torturous and Vampiric. Not sure it is a material itself?

Glassteel
2021-03-04, 07:55 AM
I am a little surprised that no one pointed out that Bluewood is missing from this list. I am having a little trouble finding it's actual statistics these days with only a couple places recording it, but another "hard as steel while half the weight" material. This one had specific requirements to craft, at least ten ranks in Craft (Alchemy) and two ranks in Knowledge (Local-Volodni). Being wood made it good for Druids.

I did find it again at the link here:

https://www.realmshelps.net/magic/items/itemcreation.shtml

truemane
2021-04-27, 07:22 AM
Metamagic Mod: thread re-opened

Bullet06320
2021-04-27, 08:53 PM
thankyou truemane

Updates

added in the armor section
Twisted Silk: used for light armor, silk wound around strands of mithral. Dragon 348 pg 87
Silk Armor: used for light armor, non masterwork can be enchanted, takes half the time to add enhancements. Dragon 298 pg 50
as usual, thanks ShrikVch for those 2

also found this
Lead Lined Breasplate: get a bonus vs divination and mind effecting enchantments. Dragon 348 pg 87

i need to work that in as well as some of the other specifics mentioned previously onto the main post

as well as bluewood, haven't had time to look that one up yet, but I plan on it in the next few days

Silent Alarm
2021-04-27, 09:50 PM
the minmax board link to this thread links back to this thread

Bullet06320
2021-04-27, 11:08 PM
not sure what happened there, I had posted it on mixmax awhile ago, on a quick search i couldn't find it, but in the handbook index there it links back to here, so i removed the link from here, if it turns back up, i'll figure out how to edit it there and repost the link

Vallyrah
2021-08-11, 07:43 AM
Sorry, I'm late to the party.

I didn't see elvencraft (RoW166) it is not technically a material, but more like a template (the book calls it a modification). It allows you to attack with your bow as a melee weapon without penalties. [EDIT: I typed elvencraft as two separate words, and capitalized elven. :smallfurious: lol]



"Bow, Elvencraft: One of the biggest problems facing any archer is deciding what to do when a foe gets within melee reach. Does one stand fast and take the consequences (which can prove painful if not deadly), fall back (not always practical), or drop the bow and draw a melee weapon (inconvenient at best). Elf bowyers have made the choice somewhat less difficult by crafting bows that can stand up to melee combat. Thanks to elven ingenuity, these weapons work just as well as melee weapons as they do as ranged weapons.

An elvencraft bow is thicker and heavier than a normal bow. An elvencraft shortbow functions as a club when wielded as a melee weapon. An elvencraft longbow functions as a quarterstaff when wielded as a melee weapon. The wielder incurs no penalty on attack rolls when using an elvencraft bow as a melee weapon.

A character wielding an elvencraft bow can freely interchange melee and ranged attacks during the same round. When wielding an elvencraft bow, the user threatens the squares around him no matter how he last used the weapon.

Magical enhancements to an elvencraft bow only affect its use as a bow. Enhancements to the melee capabilities of theweapon must be added separately.

An elvencraft bow costs 300 gp more than a normal bow."

truemane
2021-08-11, 01:10 PM
Metamagic Mod: thread Necromancy.