Special materials

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Material Item Hᴅ hp Th. DC
Paper/cloth — 0 2 1 –
Rope — 0 2 1 23
Ice — 0 3 1 –
Glass — 10† 1 1 –
Leather/hide — 2 5 1 –
Wood — 5 10 1 –
Wood Chest, small 5 1 ‌1⁄8 17
Wood Hafted weapon, light 5 2 ‌1⁄5 –
Wood Hafted weapon, 1H 5 5 ‌1⁄2 –
Wood Projectile weapon 5 5 ‌1⁄2 –
Wood Shield, light 5 7 ‌3⁄4 –
Wood Door, simple 5 10 1 13
Wood Hafted weapon, 2H 5 10 1 –
Wood Door, good 5 15 1 1⁄2 18
Wood Chest, treasure 5 15 1 1⁄2 23
Wood Shield, heavy 5 15 1 1⁄2 –
Wood Door, strong 5 20 2 23
Wood Shield, tower 5 20 2 –
Wood Door, barred 5 — 3 25
Stone — 8 15 1 –
Stone Masonry 8 90 12 35
Stone Hewn (solid) 8 540 36 50
Iron/steel — 10 30 1 –
Iron/steel Blade, light 10 2 ‌1⁄15 –
Iron/steel Blade, 1H 10 5 ‌1⁄6 –
Iron/steel Chain 10 5 ‌1⁄6 26
Iron/steel Shield, buckler 10 5 ‌1⁄6 –
Iron/steel Blade, 2H 10 10 ‌1⁄3 –
Iron/steel Hafted weapon, light 10 10 ‌1⁄3 –
Iron/steel Manacles 10 10 ‌1⁄3 26
Iron/steel Manacles, Mw. 10 10 ‌1⁄3 28
Iron/steel Shield, light 10 10 ‌1⁄3 –
Iron/steel Hafted weapon, 1H 10 20 ‌2⁄3 –
Iron/steel Shield, heavy 10 20 ‌2⁄3 –
Iron/steel Door, iron 10 60 2 28
Iron Bars (bend) 10 20‡ ‌2⁄3 24
Mithral — 15 30 1 –
Adamantine — 20 40 1 –
Adamantine Manacles, Mw.Ds 20 15 ‌1⁄3 52
† Officially glass has a d20 hardness of 1, but it’s actually harder than steel (just very easy to break once hardness is overcome).
‡ The Hit Points (and diameter) of iron bars are not actually given in the rules. The values are based on real world examples.

Formula for Break DC ? ( Hᴅ×2 + ½Hᴅ/in. )

Faerûn

Metal

Adamant

Volo’s Guide to All Things Magical (1996, AD&D, p.55) by Ed Greenwood with Eric L. Boyd

This is the pure metal form of the hard, jet-black ferromagnetic ore known as adamantite, from which the famous alloy adamantine is made. Adamant is rarely found in nature, but when it is, it is always be in large spherical pockets in hardened volcanic flows.

Adamant is one of the hardest substances known on Toril, but it is also brittle. A sword made of adamant could slice through most metals—but would snap off if struck by another blade or even a smartly wielded wooden cudgel. It sees use in Faerûn only in dwarven experimentation and in styluses used to etch metal with names, strike chased ornamentation, and imprint inscriptions. Such a stylus shatters if dropped to the floor, though the chips can be used to scratch things. Adamant styluses typically costs 35 to 50 gp, if one can be found at all; Waterdeep and the Great Rift of the dwarves are the best places to shop for one.

Adamant is a gleaming, glossy black. Any reflections seen in it acquire rainbow edges, and this peculiar optical property is the sure-fire way to identify this surprisingly light, valuable metal.

Adamant is worth five times its weight in gold and takes enchantments readily. Some dwarves have worked together with human wizards to make adamant plate armor bound about with enchantments so that when it shatters, the pieces hang together around the wearer, providing some—albeit flawed—protection. Specifically, adamant shields against all fire and heat, magical or nonmagical, that it comes in contact with, so a wearer of adamant armor can stride through a small fire (one which still allows him the use of some oxygen to breathe) unscathed and even emerge from a fireball blast suffering only 1d6 points of damage from fiery damage to exposed areas. Items made primarily of adamant automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +6 bonus to all item saving throws vs. magical fire and a +4 bonus to all item saving throws vs. acid, disintegration, and lightning. Unless items are enchanted to compensate for adamants brittle nature, however, they receive a −4 penalty on all item saving throws vs. crushing blow and fall.

Adamantine

Volo’s Guide to All Things Magical (1996, AD&D, p.55) by Ed Greenwood with Eric L. Boyd

This alloy, of five-eighths adamant to two-eighths silver and one-eighth electrum (itself a natural alloy of silver and gold) retains the hardness of adamant, but combines it with a rugged durability that makes adamantine so hard to shatter that it is the favored substance for the making of war hammer heads, the best nonmithral armor, and harbor chains. (By one of the miracles granted by the gods, adamantine can also be derived by combining steel and mithral—if one knows how.) Adamantine is black, but has a clear green sheen in candlelight—a sheen that sharpens to purple-white under the light given off by most magical radiances and by will-o’-wisps.

Adamantine is tricky to make, and must be forged and worked at very high temperatures by smiths who know exactly what they are doing and who have access to special oils to slake and temper the hot metal in. Almost all such expert smiths are dwarves, as the Deep Folk guard the secrets of working adamant jealously, but a priest or wizard seeking to enchant items can make use of finished adamantine items and need not necessarily have to work with a smith to create an adamantine work anew.

Adamantine readily takes enchantments, adding a +2 bonus to all saving throws of awakening, enchant an item, holy vesting, and wondrous web spells cast upon it. It is often the primary material for enchanted armors.

Items made primarily of adamantine automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +4 bonus to all item saving throws vs. acid, crushing blow, disintegration, fall, magical fire, and lightning.

Arandur

Volo’s Guide to All Things Magical (1996, AD&D, p.56) by Ed Greenwood with Eric L. Boyd

Copper

Volo’s Guide to All Things Magical (1996, AD&D, p.56) by Ed Greenwood with Eric L. Boyd

Darksteel

Volo’s Guide to All Things Magical (1996, AD&D, p.56) by Ed Greenwood with Eric L. Boyd

Dlarun

Volo’s Guide to All Things Magical (1996, AD&D, p.56) by Ed Greenwood with Eric L. Boyd

Gold

Volo’s Guide to All Things Magical (1996, AD&D, p.56) by Ed Greenwood with Eric L. Boyd

Hizagkuur

Volo’s Guide to All Things Magical (1996, AD&D, p.57) by Ed Greenwood with Eric L. Boyd

Mithral

Volo’s Guide to All Things Magical (1996, AD&D, p.57) by Ed Greenwood with Eric L. Boyd

Known as truemetal to the dwarves, this silvery-blue, shining metal is derived from soft, glittering, silvery-black ore found in rare veins and pockets all over Faerûn—from the depths of the Underdark to surface rocks, particularly in the easternmost Sword Coast North lands. Mithral can be combined with steel (varying alloys of iron and carbon) to derive adamantine if one has no access to adamantite ore, but this process is both difficult and known only to a very few dwarves, who do not perform it for nondwarves unless there is a very good reason.

Mithral is the lightest and most supple of metals hard enough to be used in the making of armor; it is extremely valuable. Against magical attacks, it has an unpredictable nature: Whenever magic contacts it, roll 1d12. On an odd result, it does nothing; on an even result, it alters the magic, either giving a +1 saving throw bonus to beings very nearby (in other words, the wearer of mithral armor) or lessening damage done by the magic by 1 point per die. (The result more favorable to the mithral wearer or bearer should be chosen.)

Items made primarily of mithral automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +2 bonus to all item saving throws vs. acid, disintegration, magical fire, and lightning and a +6 bonus to all item saving throws vs. crushing blow and fall.

Silver

Volo’s Guide to All Things Magical (1996, AD&D, p.57) by Ed Greenwood with Eric L. Boyd

Telstang

Volo’s Guide to All Things Magical (1996, AD&D, p.58) by Ed Greenwood with Eric L. Boyd

Zardazik

Volo’s Guide to All Things Magical (1996, AD&D, p.58) by Ed Greenwood with Eric L. Boyd

Blueshine

Volo’s Guide to All Things Magical (1996, AD&D, p.59) by Ed Greenwood with Eric L. Boyd

Everbright

Volo’s Guide to All Things Magical (1996, AD&D, p.59) by Ed Greenwood with Eric L. Boyd

Habalar’s Stealth

Volo’s Guide to All Things Magical (1996, AD&D, p.59) by Ed Greenwood with Eric L. Boyd

Wood

Beetle palm

Volo’s Guide to All Things Magical (1996, AD&D, p.59) by Ed Greenwood with Eric L. Boyd

Calantra

Volo’s Guide to All Things Magical (1996, AD&D, p.60) by Ed Greenwood with Eric L. Boyd

Chime oak

Volo’s Guide to All Things Magical (1996, AD&D, p.60) by Ed Greenwood with Eric L. Boyd

Blueleaf

Volo’s Guide to All Things Magical (1996, AD&D, p.61) by Ed Greenwood with Eric L. Boyd

Bluewood

Unapproachable East, p.58

Crafted by the Volodni (plant people), very similar to darkwood but can be used in place of metal armor. Weighs 50% of a normal item, but does not change the weight category.

Darkwood

d20 SRD • Pf SRD • Volo’s Guide to All Things Magical (1996, AD&D, p.64) by Ed Greenwood with Eric L. Boyd • Magic of Faerûn p.180

HP/inch: 10; Hardness: 5; Cost: As masterwork +10 gp/lb. (original weight).

This rare magic wood is as hard as normal wood but very light. This wood from the zalantar subtropical tree is black, hence its Northern names “blackwood” or darkwood. Any wooden or mostly wooden item (such as a bow, arrow, or 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 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.

Darkleaf cloth

Pf SRD, (ARG)

Item Cost
Clothing +500 gp
Light armor +750 gp
Medium armor +1,500 gp
Other items +375 gp/lb

HP/inch: 10; Hardness: 10.

Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).

An item made from darkleaf cloth weighs half as much as the same item made from normal cured leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such padded, leather, studded leather, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items as well; the masterwork cost is included in the prices given below.

Duskwood

Volo’s Guide to All Things Magical (1996, AD&D, p.61) by Ed Greenwood with Eric L. Boyd • Magic of Faerûn, p.178

Felsul

Volo’s Guide to All Things Magical (1996, AD&D, p.61) by Ed Greenwood with Eric L. Boyd

Hiexel

Volo’s Guide to All Things Magical (1996, AD&D, p.61) by Ed Greenwood with Eric L. Boyd

Ironwood

d20 SRD • Pf SRD

Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.

Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.

{{ins|Casting ironwood on darkwood, creates a material as strong, heavy, and resistant to fire as mithral, with all the other properties of

Laspar

Volo’s Guide to All Things Magical (1996, AD&D, p.62) by Ed Greenwood with Eric L. Boyd

Leafweave

Races of the Wild, p.168

Live oak

Real world

Live oak has evergreen foliage, and is widespread in warm coastal regions (southern Virginia and California to northern Mexico). Live oak is particularly suited for shipbuilding, such as its use in the USS Constitution.

Phandar

Volo’s Guide to All Things Magical (1996, AD&D, p.62) by Ed Greenwood with Eric L. Boyd

Roseneedle Pine

Volo’s Guide to All Things Magical (1996, AD&D, p.62) by Ed Greenwood with Eric L. Boyd

Shadowtop

Volo’s Guide to All Things Magical (1996, AD&D, p.62) by Ed Greenwood with Eric L. Boyd

Silverbark

Volo’s Guide to All Things Magical (1996, AD&D, p.63) by Ed Greenwood with Eric L. Boyd

Suth

Volo’s Guide to All Things Magical (1996, AD&D, p.63) by Ed Greenwood with Eric L. Boyd

Vundwood

Volo’s Guide to All Things Magical (1996, AD&D, p.63) by Ed Greenwood with Eric L. Boyd

Weirwood

Volo’s Guide to All Things Magical (1996, AD&D, p.64) by Ed Greenwood with Eric L. Boyd

Hyborea

Orichalcum

Magic metal of Atlantis, this metal is used in any summoning spell. It acts as a Rod of Rulership on the being summoned. When the being has completed its task the metal will turn to silver and be useless for magical purposes.(GDGH-50)

Black lotus

Powder made from one of these flowers strikes the inhaler dead, no saving throw applicable. One flower will kill one being human or monster.(GDGH-50)

Purple lotus

In powder form, one of these flowers induces a deep sleep which can last 1–12 days depending on the die. There is no saving throw for this dust.(GDGH-50)

This powder, when mixed with any type of liquid and taken into the system through drinking or puncture of any type, causes instant paralysis. One flower makes one application which paralyzes for 1–12 days.(GDGH-51)

Yellow lotus

Powder made from one of these flowers causes a light unconsciousness from which the inhaler can easily be awakened by a loud noise or a sharp slap. Powder from 2 causes death.(GDGH-51)