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)
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)