This material is Open Game
Content, and is licensed for public use under the terms of the
Open Game
License v1.0a.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 |
|