Magical Materials

Before 3rd edition D&D came up with solid rules for how to dreate magic items and scales on what was required for more powerful magic items, i created a hierarchy of materials required to create magical items of varying power and gave them ranks (1-5). The rank indicating the maximum ‘+’ that could be put on a weapon, and the max Spell level of a power that could be crafted into an item. The requirement of these items has been lifted in recent Games, but the materials remain and still convey additional properties to the items in some cases.

Grade Material Max + Max Spell Level Cost per pound
1 Normal Mundane Materials +1 1st varies
2 Mithril, Liftwood, Chancewood,Dingrite +2 3rd 5,000
3 Meteorite, Arconite, Garrotebush +3 5th 10,000
4 Harmonium, Schmeldricstone, Ebonite +4 7th 20,000
5 Adamantine, Ironwood, Chaonite +5 9th 40,000
The table continued along this pattern for Epic level enchantments, though the materials were entirely unique.

Descriptions:

  • Red Steel(1):While this metal looks aesthetically different from normal stell, it is in all ways like regular steel. (not to be confused with Martian Steel from some of the SCi-Fi Campaigns)
  • Elementally Forged Steel/Iron (3): This is metal that has been smelted in highly magical forges that pull their heat and power dorectly from the plane of fire
  • Drow Crystal(4): Dissipates in sunlight
  • Ellcrys wood:(5)
  • Ironwood:(5): Dark brown wood. Pure ironwood can store twice as many non-weapon enchantments as usual
  • Avatarbane(6): Material beloved by Avatars the world over. A unique alloy of Mithril, Adamantine, and the blood of dead Avatars.
  • Ravenite(6): Solid energy that can be forged into unimaginably powerful items.
  • Chaonite(5,6): Scintillating multi-colored substance. Pure chaonite will not hold a constant enchantment. Chaonite will, up to once per day, replace it’s echantments with those of equal power (the “plus” is not effected). there are only about 20 pounds of choanite known to exist
  • Arconite (3,4) : Silvery White Metal. Grows from two sources. Considered grade 5 for archery equipment
  • Adamantine(5) :Dark Grey/Black. Metal. Pure Adamantine has a +2 inherent bonus, evenif unenchanted or in anti-magic
  • Chancewood(2): Knurled and hard wood. Can be used in a special ritual called "capitalize on chaos, offering a chance to be enchanted higher than normal.
  • Dingrite(2): Sandstone-like rock that attracts other metals and jewels to itself. Offers a bonus to enchntements of Travel/Teleport.
  • Garrottebush Wire: Brownish wood vines with metallic peroperties. Fabrics or armors made of pure garrotebush conver 5/+1 DR. This increases if the fabric or armor is enchanted. As such, the DR bunus will always match the enchantment.
  • Harmonium: Dark Violet. Weapon and armor bonus enchantments that are good or sonic based do not counta against the maximum numer of enchantment. Sonic or Good based enchantments count for half.
  • Liftwood: Looks like Oak. Liftwood must actually be measured in negative pounds. -1# = 1# of regualar material for mathematical purposes. Itmes made of pure liftwood act as grade 5 for air spells.
  • Schmeldricstone: Reddish brown. Fire or Stone-based enchantments only count half as much against the total allowed enchantments. Also, Schmeldricstone can accept fire and stone enchantments of level 9 or higher.
  • Mithril: Bluish hue. Mithril is very light. It only takes half as much mithril to make alloys. Also, items made entirely of mithril only weigh half as mmuch. Pure mithril armor is considered 1 category lighter and 10% less Arcane Spell failure.
  • Meteorite Steel: Greenish hue. Pure meteorite steel has an innate +1 bonus even if unenchanted or in anti-magic.

Magical Materials

Tazar Core igoritzelf garthog