Sie sind auf Seite 1von 28

Magical Metals parts 1-4 by Mortdred Note Unless stated otherwise, innate magical pluses (but not specific

ic abilities) may be decreased during enchantment to provide a ready power source for another effe ct of equivalent magical power, undoing such a conversion is very difficult and requires special purification rituals, the specifics are highly variable dependi ng on the metal and the powers to be cleansed. Actual pluses of the material are not guaranteed to be the pluses of items made from it (except for Kyrrad) as su fficient workmanship is also needed to focus the innate bonus. Gold Soft, heavy, yellow, and nearly impervious to tarnish, gold is well-known across the many worlds. By itself, gold is magically inert, it must be awakened or be used with a catalyst such as rare earths in order to benefit from its properties . Attuned to fire and the sun, properly awakened gold can strengthen and support many sorts of magic, though the more subtle spells tend to overload after a tim e. Pure gold is nearly worthless for battle, it needs extensive enchantment (app rox. equal to +25% worth) to even be +0% due to its' weight and softness, the st andard gold-iron alloy needs merely +5% worth to reach this strength. Gold, whil e not mystically "good" in nature, is supernaturally pure, attempts to pervert g old magic items or twist a symbol made of gold to purposes opposed to what the s ymbol represents may induce a magical backlash against the perverter. Prepared u nder the proper conditions, by innocents born under certain astrological arrange ments, raw gold may be caused to become attuned to the essence of royalty, such metal can be utilized in a variety of ways to affect or aid the rulership of the land it was made in. Unfortunately, gold also tends to awaken greed and avarice in the hearts of many folk, dwarves and dragons seem especially susceptible. Silver The metal of the moon, silver is well-known for being able to ignore lunar-based defensive powers such as those of lycanthropy. Unlike gold, silver will tarnish readily unless protected, but it needs no special preparation for most magical uses. Awakened, 3 ounces of silver (6 quantities for enchanting purposes) will g rant moderate bonuses to divinations and magical wards it is used in. Unfortunat ely, silver is also strongly attuned to goodness and purity, it does not readily tolerate evil enchantments, having a marked tendency to decay into iron should the evil continue to be forced into it, though the presence of blue sapphire wil l aid the metal in resisting wickedness, and emeralds will weaken the silver if set in it. Like gold, but to a much weaker degree, silver can provide support fo r a spell, and also like its yellow cousin, it requires strengthening for physic al reasons if used in weapons and armor. A wide selection of alloys can be made using silver, many exhibit varying degrees of tolerance for magical lightning, a quality the pure metal does not seem to have. Quite a few spells utilize the in nate goodness of silver to strike out at evil, generally this does not harm the metal in the least. Copper The red cousin of gold and silver, copper is the weakest of the triad metaphysic ally. Unlike the other two, copper cannot be used to support spells outside its own properties, nor does it have any inherent purity or alignment. What it does

have is an affinity for battle, specifically for the defense of the bearer again st attackers. Copper has an unfortunate tendency to ground holy and unholy energ ies, it is very hard to get such forces to remain in it for long, and it readily converts holy/unholy water to normal water if stored in copper vessels. Like si lver, copper is not physically strong enough to be used pure in armor, needing s trengthening. Attempting to make magical weaponry from pure copper is almost cer tain to fail, though copper sheathing or plating over another metal works quite well when enchanting by priestly methods, as the red metal renders the item myst ically acceptable for purposes of the faith despite likewise negating any blesse d/cursed status the cleric may wish to bestow. Brass An alloy of copper and zinc, brass exhibits metaphysical properties quite unlike either of the metals composing it. Brass is exceptionally receptive to unholy o r evil forces, in a cosmic sense it is the dark reflection of silver. Attempts t o force goodness upon brass will be resisted, the metal will decay into iron rus t if overwhelmed. Emerald aids brass' powers, blue sapphire weakens it. Unlike s ilver, brass is worthless for bypassing defenses based on related forces. Brass has no magical bonus normally, but with regard to fire and dragon magic it will act as if it had a +5% bonus available to convert. Unenchanted brass corrodes sw iftly at the touch from any part of a unicorn, permanently enchanted brass will not, enchanted brass with charges or a heka/mana reservoir is drained of some st ored power by every contact with part of a unicorn, prolonged contact can disenc hant such charged items completely. Making an alchemical essence from brass is a complete waste of time, the resulting fluid will mildly taint items with demoni c energies if they are doused in it, but so weakly that confining an imp within the item would provide greater evil. Iron Mystically the mirror image of copper in several regards, iron is the metal of o ffense. Unfortunately, unenchanted iron has some anti-magical properties, its pr esence especially disturbing faerie spells and illusions. Once magically awakene d (whether through the Spell of Enchantment or via alchemy), iron loses all anti -magical qualities. Iron is exceptional in one regard, as much as 5 pounds can b e awakened at once or used as a single quantity in crafting an item, unlike most metals whose mystic quantities are an ounce or less. By itself, iron lacks any innate bonus, but will support offensive powers as well as gold, defensive quali ties require more work on the part of the enchanter. Many alloys containing iron will retain its qualities over those of most other metals, it exhibits a kind o f dominance, though alchemical theory states that this is not dominance, rather that it is the imperfect nature of iron debasing the intrinsic powers of the fin er material. Iron ores are utilized as the earthen base for making most of the e lemental metals despite this supposed "imperfect" nature. Tin Not a very good metal for most magic, tin's primary use is in making the alchemi cal essence Essential Tin, which is used to enable magic items to respond to spe cific words/phrases and to make items of rulership. Normal tin, if awakened, pro vides luck in gambling and income (+5% for this one purpose, +10% if set with py rite and enchanted together with any sort of blessing), and may be used as the s etting with amethyst, opal, or jade as it resonates with them. Lead Heavy, soft, and resistant to magic, lead is not used much except as a defense a gainst scrying or teleportation. Occasionally an alchemist will make an essence from it, but not often. Despite endless tales to the contrary, few alchemists tr

y to turn lead to gold. Like iron, lead can be awakened in large quantities. Und er some conditions, lead can extend the duration of spells or shield them from a nti-magical environments. Platinum Strong, nearly immune to acids, and silvery, platinum is used in small amounts i n a wide variety of magics, being the sole mundane metal which is a better magic al activator and supporter of spells than gold is. Like gold and silver, platinu m should be awakened to utilize it to the fullest extent. The major alchemical e ssence of platinum, True Platinum, is among the valued of these fluids, as it is able to make spells permanent and supply never-ending magical potency to other ingredients when fashioning magical devices. Quicksilver (Mercury) A heavy, gleaming liquid metal, quicksilver is a slow-acting poison, care should be taken in handling it and its' fumes. Absolutely useless for fashioning items from, quicksilver can be combined with other metals for some magical uses, such as certain talismans needing its resonance. Used in magic, quicksilver excels a t reversing standard effects, laying curses, and changing constructive forces to destructive ones. Small amounts of the stuff are used in making all of the alch emical essences, as it is needed for conversion of alchemic solution into an aci d, which then is made into the alchahest used to distill essences. The alchemica l essence of quicksilver, Variable Mercury, normally appears as fine red grains and is able to transmute iron into silver, some claim it can also be used to con vert iron into yaddrakk when mixed with blood from a member from Clan Borguunaar . One grain (there are 60 per dose) of Variable Mercury is a standard component of most polymorphing spells or similar extreme alterations. Orichalcum A distinctive red-orange metal, orichalcum is heavier than gold and just as soft , though not as malleable. At least 6 distinct formulas for making it are known, none related to the rest. Due to this, it is suspected that orichalcum may not be a substance at all, but rather an embodiment of some magical force at present unidentified. Like gold and platinum, it is impervious to corrosion and support s spells very well, though no awakening is needed. Mithril Best known of all the magical metals, mithril resembles silver is many respects, though it is physically stronger and never tarnishes. It also doesn't revert to iron if evil enchantments overwhelm its innate goodness. Yaddrakk A naturally occurring metal, ebon in hue, which is 25% harder than normal iron y et 15% lighter. It and the black steel made from it (called Yaddrann) have the p roperty of holding arcane and mystic powers more strongly than any other known s ubstance, so much so that ordinary non-magical methods can restore full powers t o broken items of this metal, and fragments of previously enchanted items may re tain some magical functions. Disenchanting items of yaddrakk or yaddrann is almo st impossible without divine aid. Weapons and armor made from are innately +5% ( yaddrakk) or +10% (yaddrann) magical objects. Silbony This artificial metal was invented by the titan race (who call it Saerai), and p ossesses great power against the undead. Weaponry made from it has a magical +15

% bonus and can affect any type of being, even those who are immune to magic or metal. The merest touch of silbony automatically disrupts the lesser undead, and horribly burns the greater undead. It is as strong & hard as fine carbon steel, yet as light as aluminum. Like yaddrakk, silbony is an ebon hue, otherwise rese mbling silver in many ways. Aurebony This metal is as strong as good bronze but as heavy as gold. Any contact with au rebony causes great pain to any dragon, drake, or hydra. Items made from it have +20% power. Anything made of aurebony is utterly immune to flame or fire up to the power of the greatest gods (although the wearer gains no such protection, an d phoenix fire/utterflame can ignore the immunity just as it ignores most other forms of fire resistance). Again, this is a black metal, naturally occuring in o nly a few places. Ethril One of the rarest of the mystic ebon metals, Ethril is as light as willow wood a nd can float. It is as strong as fine nickel steel and totally unaffected by any degree of cold (wearer is not protected). All items crafted from it have an inn ate +25% bonus in _addition_ to any enchanted bonuses, this benefit is not conve rtible into other powers. This black mithril is known to be toxic to all elvenki nd, even to driders and deodanths, the most deviant branches of that race. The m erest touch causes nausea to elves, and any cut does an additional 2-13 h.p. of poison damage with no possibility of resistance and no natural healing. Of cours e, elves hate those who use it. As an interesting note on the toxic effects, orc s are also affected by the poison, although to a lesser degree. Ethril has one f inal property, it is a potent non-conductor of psychic emanations, blocking them . A simple headband of ethril can thus give considerable defense against mental attacks, although likewise hindering any mental powers of the wearer. In the old est elven legends, ethril was called "Eliadolyn" or Kiss of Death. Adamony Adamony is to adamantium as yaddrakk is to iron, a higher-powered state of the s ame basic elemental material. It is as much harder than adamantium as adamantium is harder than gold. It is so rare that only two items made from it are even me ntioned in legends of the mortal races (others are mentioned in legends of immor tal races on other planes). One is a ring of great power, the other a long atham e (ritual dagger). Should armor or weapons ever be forged from adamony, they wou ld have a base bonus of at least +35% in all ways. Adamony itself is indestructi ble by any known means (from a supernova to alchahest to the Numious Nothingness Conjuration) short of direct assault by a greater god or by one of the Drelthi, though no such invulnerability defends those using it or any magics enchanted i nto the metal. Blachalcum Also known as Ebonalcum or Black Orichalcum, this is the most powerful of the eb on metals. Rare beyond description, it possesses not only life but an innate sen tience as well! Anything made from it has a +30% bonus at the bare minimum, as w ell as a +50% bonus to resisting magic (including being enchanted). In all other ways it seems to be like normal orichalcum. Even mythic references to this meta l are few and far between, anyone re-discovering the process of making it could quite possibly bargain for divine ascension in exchange for the secret. Cadrium This dense, heavy, reddish-brown metal is almost never seen by anyone save dwarv

es. This is because no vein comes within a mile of the surface on any world it o ccurs on. With 90% of the weight of gold, and being about as hard as pig iron, c adrium has only one great property, that it can withstand tremendous heat withou t transmitting it through itself. A one inch thick piece could withstand an acet ylene torch indefinitely without the other side even becoming warm. Anything bel ow 10,000 degrees would be held at bay like this. Past that point, the far side of the metal would only get to 1/6th as hot as the side being heated, until it b egins to melt at 11,820 degrees. It boils at 13,000 degrees. Its value these day s is about 6,850 times that of gold. Stellaine This silvery-blue metal weighs about 2/3rds as much as high steel, but is some 4 times harder. It is also some 20% less brittle and 25% more resistant to heat. Its origin, composition (if it is an alloy at all), and working are known only t o the High Elves who live in the Heaven Wall Mountains. While a great many weapo ns and armor have been made from it, 98% are still in High Elven hands, the rest having been lost or destroyed in situations of peril. It is never given to "les ser races" and almost never even to other types of elves. It has the gift of bei ng able to affect/strike any being which is not immune to metal, it has a non-ma gical bonus of +5%, and weapons of it are "of sharpness" just on general princip les. Rosantium This pale, rose-colored metal is so rare as to have been seen only eleven times in the past 17,000 years in all of the mortal realms. Note also that it has neve r been seen in any amount larger than a 7" bladed dagger, either. It has the hea t resistance of the finest bronze, tensile properties like titanium, weight just under that of aluminum, and one special property. For each hour exposed to dire ct sunlight, it will glow at half sunlight intensity for 20 minutes. Rosantium a lso refuses to conduct electricity, but can still be damaged by it. Sarabandium A greyish-white metal, neither rare nor common, it is close to aluminum in stren gth but weighs some 30% more. Never used (by anyone sane) for weapons or armor, this metal is best known for the intense heat and light produced when it is burn ed. However, there are only three ways in which it can be ignited. First, natura l heat of 5,000 degrees or more may do so. Second, arcane heat doing at least 60 hp. of damage. Third, any electrical shock exceeding 55 h.p. of damage. Once li t, it will consume a 1" diameter rod of itself at a rate of 1" length per 30 sec onds. Such a burning rod will illuminate a 30' radius at ten times full sunlight , decreasing by one sunlight per 5' farther than 30'. The flame also will do 1-2 0 hp. of damage per second of contact, less 1 h.p. per 1" from the flame. Brozahrium A brass-hued metal of similar properties to copper except for being 20% better a t conducting electricity, brozahrium has few uses beyond coinage. The primary us e of this metal is as sheathing for ship hulls, as over 95% of barnacles, worms, and other "hull garbage" will not attach themselves or grow on it. Vartium A shiny metal of a peculiar blue-green hue, vartium is quite rare, but when a de posit is found it is invariably a large one (minimum of 14 tons of metal if all the ore is refined). For all non-magical uses, vartium is close to a good nickel steel in its tensile and heat-related properties. Magically, it has a bonus of 60% for all purposes involving resisting magic, even against those effects which

are designed to overcome anti-magic (it isn't anti-magical, just very hard to a ffect). Orcish legends indicate that an alloy of mithril and vartium can be made which has properties very close to those of adamantium. Kyrrad Possibly the most powerful metal that mortal hands can make, the secrets of form ing this sapphire blue alloy have been discovered only twice in the known histor y of the multiverse. So powerful is it, that a single, unenchanted bastard sword made entirely of Kyrrad is said to have slain a godling in a single blow, split ting asunder his enchanted adamantium armor. Kyrrad is, according to several leg ends half of a million years in age, an alchemically formed alloy of ethril, ori chalcum, and a nameless metal (of a translucent ruby hue) which fell blazing fro m the sky. It took 13 years just to _make_ enough of the alloy for that one swor d, with no metal left over. Whenever any of the shattered pieces of the Sword ha ve re-appeared, extraordinary events have surrounded whatever device is crafted from it. So far as is known, not even a greater god can truly destroy Kyrrad, on ly break it. The effort needed to forge Kyrrad is such that even eog, adamantium , and pelleum seem easy to work in comparison (although it isn't as hard to work as titanite). For game purposes, anything made of Kyrrad should have an irreduc ible minimum bonus of +35%, no matter what curses are applied, no matter how bad the craftsmanship. It can effortlessly sustain unlimited spells provided no sin gle enchantment exceeds this +35% power. If successfully enchanted (it can be do ne by mortals, barely), an Kyrrad weapon of great worksmanship could very possib ly have combat bonuses exceeding +300%! It is believed that, since the multivers e came into being, only enough Kyrrad has ever been made for a pair of two-hande d swords at most. Kyrrad's value is beyond price, as even a short piece of wire could be used to form a rune empowering a mighty device. Truecopper The refined, concentrated essence of copper, truecopper drains mana (spell point s, PP, etc.) from anything in contact with it at a rate of two units of mana per minute per tenth pound of truecopper present. Under no circumstances should thi s metal be mistaken for the alchemical True Copper, which is a stabilized, fluid form of the essence of copper, unlike this solid, metaphysically reactive form of the essence. Resembling normal copper in appearance, truecopper can be told a part by almost any spell user at the merest touch. Each tenth pound of truecoppe r takes 100 pounds of normal copper to make, requires a spellcaster of at least the 15th level who is also a master of metallurgy, and the spellcaster must rest a full day after making it due to the strain on his spirit. Most who attempt to make truecopper are actually rendered unconscious by this strain, leaving only those of the strongest spirit to succeed. Truesilver A refined, concentrated, and reactive form of the essence of silver, truesilver is a thick metallic fluid valued at 3 to 5 silver coins per _drop_. Again, never mistake it for the alchemical True Silver, a fluid essence of silver useful in enchanting items of spell storing and animation of golems. This truesilver, whil e deadly poisonous if consumed, is best known for its uses in creation of perman ent magical devices, especially those in which a portion of the spirit or magica l potential of the maker must be sacrificed in the making. A few drops of truesi lver can be substituted for each unit of sacrifice normally required, making suc h items available without harming any living thing. Truesilver cannot be used to make potions or other consumables, and it just isn't powerful enough to be subs tituted in those magics which call for Primal forces, such as divine-level power s. Truesilver can be refined by an enchanter of at least the 5th level, whose sk ills in metallurgy are considerable. It takes an hour and 1/25th pound of silver to make each drop (individually!).

Truelead Again a reactive essence, truelead is no more dangerous then normal lead. It is a somewhat heavier metal than lead, but otherwise much like it. Its main magical property is that for every ten pounds of it incorporated into something, that t hing gains one "unit" of magical resistance. It is also used in making several m agical alloys. Thankfully, it cannot be mistaken for the alchemical True Lead, a violet liquid of somewhat greater resistive powers. The rituals of making truel ead are harder than those for truesilver, but not as difficult as those for true copper, and there is no danger to the enchanter. Silvered Steel An alloy of silver, steel, and magic, silvered steel enhances some combat magics when they are cast on it (most notably Warlock spells), and a physical weapon o f silvered steel can harm (with full damage) those things which can only be affe cted by spiritual attacks. The requirements for making a pound of silvered steel include: a pound of normal steel, 1/5th of a pound of silver, a forge 6 times a s hot as is needed for melting steel, metallurgy skill equal to what is needed f or truesilver, and a spellcaster of at least the 10th level. Pitch Metal Has the same magic resistance as truelead (1 unit per ten pounds) but the weight of steel. This is an alloy of steel, truelead, and a little truesilver. However , making it also requires sacrificing a tiny amount of the makers spirit/magical potential, which in this case cannot be substituted for unless the maker is at least a demigod. Blood Metal A dreadful alloy, anything of blood metal is innately poisonous. Thankfully, it is not very durable, being only equal to iron physically. Fumbled attempts to en chant blood metal often kill the one who attempted it. Cuts from blood metal wil l each inflict 2 h.p. of damage every 20 seconds for several minutes. Other than the poison, blood metal is mundane, exhibiting no magical modifiers or other pr operties. Thankfully, making it is harder and more dangerous than making truecop per, requiring great skills in metallurgy, spells, and in alchemical poisons. Gods Copper Looking like copper, this metal is extremely rare, its origin unknown. Never kno wingly wasted in weapons, gods copper armor completely blocks any critical hit w hich would normally affect the area it covers. Items made of it can withstand tw ice as much damage as normal before being harmed, and it bestows considerable ma gic resistance (reduce attacking magic by one level per 8 pounds or so of gods c opper, more if enchanted or blessed). Black Titanium As hard as diamond, this black metal is immune to magnetism, and can be induced to resist psionics and earthpower if the user projects a tiny (1/4th of a point of constitution) amount of their life force into the metal. The resistance start s at 50% and can be boosted up to 75% with additional life force (1 con point pe r 5%). However, this resistance lasts but three seconds per activation. The expe nded life force is completely restored by a good sleep. Weapons of softer materi als do only 1/10th of their normal damage (1 10th of protection) against black t itanium, although magical fires affect it rather easily, as it melts at 3,987 de grees. Black titanium is artificial in origin, not requiring any excessive skill

s or power to make if the materials and formula are available. Forgotten Steel Despite the name, there is no iron in this strange, misty silver metal. It accep ts enchantment as if it were made to be enchanted, can fire a beam of magical fo rce up to 100 feet if someone projects a point of their constitution into it (be am does about 1d10 damage per con point), and can double the effectiveness (but no more than double) of magic and mutational energy focused through it. The amou nt of metal needed for either the beam or the doubling is equal to a wand 1 foot long and 1/2 inch in diameter. For all physical purposes, forgotten steel react s the same as normal steel. For chemical purposes, it reacts in ways that do not resemble any other metal. Gravanium Found in the same ores as forgotten steel, gravanium has negative weight. A 1" c ube of it can lift 2.95 pounds. In appearance, it is a blue metal as strong as s teel, which melts at a mere 620 degrees (on the same scale, aluminum melts at 66 0 degrees). Hadrathium This is a silver metal named after Hadrathus, God of War and Winning. It is seve ral times harder than diamond and can cut through black titanium. Impervious to electricity, hadrathium is poisonous to all dragons, drakes, and hydras. A cut f rom it does 10 h.p. per 3 seconds it is in contact with their bloodstream, and t hey must withstand a metabolic shock or fall unconscious for at least an hour. M elting at 6,786 degrees, a one inch cube of this light metal can withstand over 50,000 pounds of pressure before deforming. Hadrathium has 2 10ths of protection . Hell Iron Another exceedingly rare metal (these days at least), Hell Iron is normal iron, when on its native plane. Anywhere else, and it develops devastating powers. It ignores the ability of other materials to lessen the amount of damage inflicted per blow, and in piercing mortal flesh it can automatically steal the victim's s oul, storing one soul per pound of Hell Iron in the weapon. When it contains sou ls, it is sheathed in red flames. Breaking the metal can release the souls, if t he piece is too small to hold as many souls as it has in it. Physically, Hell Ir on is much stronger than normal iron, but still weaker than normal titanium in m ost ways except its heat resistance (it melts at 9,100 degrees). Hell Iron has n o 10ths, but ignores all 10ths of the target. Pelleum This excruciatingly heavy metal (almost 4 pounds per cubic inch) can only be mad e by a master alchemist possessed by a greater earth elemental, or by divine pow ers. For all its might, pelleum melts at a mere 10,000 degrees, although it can withstand over 120,000 pounds per inch in pressure without harm. The alchemist w ho made it can, whenever possessed by a greater earth elemental, reshape the pel leum he made at will with a touch. Otherwise, arcane means must be found to work it. Pelleum has 3 10ths. Power Iron Seeming to be normal iron in all ways, power iron is utterly immune to being det ected as such or located in any supernatural way. However, should someone projec t even one point of constitution into the metal, it gives itself away by vibrati

ng gently as it absorbs the life force. Each ounce of power iron can store 1 poi nt of CON, freely absorbing and releasing it to the user at their will and touch . Even gods cannot tell power iron from normal iron unless it has CON stored in it. Power iron is so rare that it makes Hell Iron, Shadarkeem Metal, and Adamony seem common in comparison. Shadarkeem Metal Close to Kyrrad in power, this dreaded material has NO melting point and cannot be vaporized or disintegrated, although in all other ways it resembles extra-str ong iron. It actually is normal iron, except that it originates on the dread pla ne Shadarkeem, where gods become as mortals, and those who are normally mortal c ease as if they had never been. It can absorb and nullify practically any power except those based on Venderant Nalaberong (V.N.), the language of the making of the multiverse. Its most feared power resembles the soul stealing ability of He ll Iron, save that Shadarkeem Metal can only steal the souls of immortals and go ds, and the merest touch imprisons them physically within. Just being within 1 f oot per pound of Shadarkeem Metal causes immortals and gods to collapse, comatos e until it is removed or 5 minutes have passed, at which time they _die_, their essences drawn into the metal. Titanite is known to block this effect, and some legends indicate yaddrakk may bestow some protection as well. No one has yet suc ceeded in bringing a piece of this metal near a Drelth (a level of beings as far above the gods as greater gods are above rocks), but it is suspected that they may also be subject to this horror, although they would certainly be able to use V.N. against it. Titanite This, physically (but not magically) the strongest of the metals known even to t he gods, possesses 5 10thes, infinite h.p., and may only be melted ONCE, after w hich it cools to be invulnerable to below the power of V.N. or Primal (divine po wer). Even Hell Iron can't affect this stuff. A radiant golden hue, titanite ore is found only on certain airless planes. Adamant This is the pure metal form of the hard jet-black ferromagnetic ore known as ada mantite, from which adamantine, adamantium, and adamony are made. One of the har dest of the commonly known magical metals, pure adamant is capable of slicing th rough most other metals as if through air, but a stout blow from almost anything will break it. Too brittle to be used for weapons and armor by itself, adamant is usually used in experimentation (seeking to develop alloys better than adaman tine and adamantium) or as styluses used to etch metals. Adamant is a gleaming, glossy black, Any reflections seen in it acquire rainbow edges, this property be ing the surefire way to identify this metal. Adamant itself appears to be invuln erable to fire and heat, complex alchemical treatments are needed to work it. It exhibits some resistance (or tolerance?) of cold, electricity, acids, and attem pts to disintegrate it. Adamantine An alloy of adamant, electrum, steel, and mithril, adamantine is fully as hard a s adamant yet possessing a rugged durability making it almost unable to be crack ed, much less shattered as adamant may be. Black in hue, but possessing a green sheen which turns to purple-white under most magical radiances, adamantine can r arely be mistaken for any other metal. Unlike adamant, it can be affected by fir e & heat, although the temperatures needed to work it are excruciatingly high an d it is tricky to work with at best, requiring special oils to slake and temper the metal properly. Very receptive to enchantment, enchanter spells cast upon it tend to be 10% more effective than normal. One thing frightens mages about adam

antine, there are at least 4 recipes for it from completely unrelated metals (th e combination above is considered "true adamantine"), hinting that it, like oric halcum, is a metametal rather than a specific magical substance. Arandur This metal is a secret of the gnomish races, who alone hold the knowledge how to work it to fashion useful items. The ore from which it is made occurs as streak s of blue-green within obsidian. If worked improperly, the resulting metal is as brittle as the obsidian it is found in, but the gnomes have found that temperin g the metal in the blood of a lightning-breathing dragon while it is being forge d prevents it from becoming brittle. Unflawed arandur is silver-blue, reflection s in it have a greenish cast. Arandur bonds so well with other metals that no me lding spells are needed when enchanting it, and is renowned for holding a sharp edge even when abused, although it lacks any innate bonuses. It also partially a bsorbs magic missile-type energy pulses, someone wielding or wearing an item mad e of arandur suffers slightly less damage per magic missile or related pulse tha t strikes them. Darksteel An alloy of unknown origin and composition, darksteel was invented by the Ironst ar clan, now believed to be extinct. While it is unheard of for new darksteel to be made, there are rare ingots of the metal still scattered among dwarven ruins far below the surface. In most respects it is much the same as common steel, me rely a bit lighter, but when coated with certain oils (whose formulas are extrem ely obscure these days) and heated in even a small fire, the coated metal become s molten and may be re-cast. Remarkably, darksteel re-cast or reforged in this f ashion retains all existing enchantments unless they require a specific shape or symbol, and most come through even unchanged. Moreover, it takes new enchantmen ts readily even if already heavily laden with dweomers. Finally, it absorbs all electricity touching it, refusing to conduct it nor be harmed by it. Darksteel i s silvery in hue when polished or cut, but exposed surfaces have a deep purple l uster. Dlarun A bone-white metal that can be mistaken for ivory from a distance, dlarun is a l ittle-known metal made by the halflings, who take care to keep word of it as ina ccurate as possible. Derived from roasting clay gathered from certain riverbanks , dlarun is gathered as white chips among the ash which are then melted down in a crucible filled with a secret mixture of liquids. When this mess is cooled, it results in a lump of soft, soaplike metal that can easily be carved with any sh arp object, whether knife or claw. Once carved as desired, the metal is again he ated, this time in open flames fueled with certain secret materials, transformin g it into a lightweight, rigid metal which has but one magical property: it stea dies the mind of any being in direct contact with it, helping them withstand men tal assaults and trickery. Hizagkuur An extraordinarily rare white metal named after the long-ago dwarven discoverer, it is found in scattered but very rich deposits of greenish-grey mud far below the surface. Its preparation is very complex, should even a single element of th e process be left out or bungled it remains mud rather than becoming useable met al. If successfully transformed into metal, hizagkuur must be cast, worked, or f orged within _one day_ of the transformation and thereafter can never be reworke d. If left untouched for that day, the metal becomes inert and may never be work ed (although direct divine intervention can return it to the workable state, no mortal magic is capable of this). Hizagkuur is unsuitable for use in items to be

wielded or worn for two reasons. First, it generates a constant surge of electr icity, damaging any living flesh in contact with it unless immune to such. Secon d, it reflects magic back at the caster, any sort of magic (possibly even V.N., though not divine power), itself being unaffected by it. Telstang Originally a gnomish secret, this alloy of mithril, platinum, copper, and silver is now made by certain elvish and orcish smiths as well. In many writings it is hidden behind the phrase, 'the trusty metal', often misunderstood by sages to m ean steel or perhaps bronze. Telstang is dull, resembling pewter in appearance, but gives off a clear bell-like tone when struck. Readily forgeable and non-magn etic, telstang never oxidizes but does tend to be brittle and break if struck ha rd. While its shortcomings make it unsuitable for weapons and armor, it is often worn (by folk who know of its special power) in brooches, pendants, bracers, an d the like. Telstang's secret? It and all organic material in contact with it ca nnot be altered in state, granting nearly total immunity to being transmuted, po lymorphed, shapechanged, petrified, or similar attacks. This cuts both ways, how ever, blocking beneficial magical transformations too. Some alchemical tales cla im that telstang and a philosopher's stone negate each other on contact in a ter rifying detonation, it has been confirmed that the metal can temporarily counter act the benefits of the elixir of life if in contact with one who has drunk of i t, though the telstang swiftly corrodes as if dipped in strong acid. Zardazil A rare, durable, amber-to-red metal, zardazil is only known to occur in a handfu l of places. A very soft metal, zardazil is never used in pure form, but rather is alloyed. When added to any other metal, it bonds perfectly, but apparently va nishes into the other metal without changing it... except for gaining the power of body phase. When an item that is partially or wholly made of zardazil spills blood for the very first time in its existence, an inexorable internal alteratio n begins in it. Ten minutes later, the zardazil item completes the change, behav ing as it has always done, _except_ with respect to the being whose blood starte d the change. To that single entity, the metal does not exist, and vice versa, t he two passing through each other as if neither exists. Any non-metal parts of t he item still interact in the normal fashion with the attuned being. At least th ree noble ladies have drawn forth daggers tied to throat jewelry from their bodi es in recent years to defend themselves. No matter how small the amount of zarda zil used in making the weapon, the entire metal content of the weapon enters the state of body phase. Able to coexist with the attuned beings' body freely, it i s out of reach of metal-specific magics and attacks aimed at while it is within the body. It will fall through the body unless a nonmetal part is present, thus a leather grip or thong is usually attached to such items. The presence of the b ody-phased zardazil blade does not affect the body containing it in any way, wei ght, spells cast on them, bodily processes and so on are unchanged. Blood, poiso ns, and other contaminants the blade might have acquired are not communicated to the body when the blade is slid home, it is in body phase rather than being in direct contact with flesh, blood, and bone. Note that a zardazil blade doesn't b ody phase through clothes and armor, they are still subject to its edge. Electrium Made by mixing gold, silver, and iron while flooding the molten metals with enor mous amounts of raw magical energy, electrium resembles its mundane counterpart electrum in most regards, save that it receives enchantments willingly. Attempts to enchant items made of it take only 1/10th the effort and mana they would nor mally require, though electrium can not normally be enchanted past +15% strength , nor may most of the more powerful spells be embedded in it.

Taurith A naturally occurring alloy of arinyark, found in useable form near deposits of arinyark, taurith is silver-blue in color. It is usually worked cold, as melting or softening it with heat destroys several valuable properties. These propertie s include: the strength to withstand extreme torque without cracking or bending, the ability to take and retain a very sharp cutting edge, and being able to be enchanted as easily as electrium provided the enchantments are mage-derived (unl ike electrium, which accepts priestly and psionic enchantment as readily as wiza rdly and alchemical ones). Ithildin A soft, shiny silver-hued metal, ithildin is an alloy of mithril, though only th e elven smiths know what else is in it. Used almost exclusively for inlay and de coration, ithildin appears dull and lusterless by day or in sunlight, often all but invisible against surrounding metals. Under the moon or stars, it regains it s silvery brilliance and shimmers with a fine white light. It may be the materia l that the dwarves use to write moon-letters, enchanted script which can only be read under a moon of the same phase and day of the year it was written. Irbynite The elemental metal of aether, irbynite is naturally invisible. Working it requi res a forge fueled by burning undead creatures (skeletons, mummies, and zombies will not do, more strongly negative entities are required), likewise the major t ools should be well-imbued with undead essences and the item should be quenched in living flesh. Actually making the metal generally requires a lich and a large supply of rust long buried under a blood-drenched, frequently used battlefield, plus a master alchemist to distill them. Irbynite has from +15% to 20% magical bonus, but it can only be used to power magics of invisibility, yin necromancy, or those which duplicate ghostly powers. Peraltoid The elemental metal of air, this transparent grey metal is very light, but rathe r hard to work with. It has power equal to +10% to +30% depending on the potency of the forge used in making it, but this bonus only applies with regard to powe ring animating spells and some wind magics. Peraltoid is the key material used i n fashioning dancing weapons and can substitute for the mix of alchemical essenc es otherwise needed to animate constructs such as golems and suits of armor, tho ugh unlike the essences such constructs won't have a life force or respond to sp oken commands. Members of Clan Borguunaar make this metal with ease, utilizing t heir hereditary soulbinding powers to smelt down air and earth elementals, other groups have to laboriously blend the two elements via a variety of methods. Lysaughton Chaos in metallic form, lysaughton is frighteningly difficult to work due to the constant changes it undergoes. Generally white, lysaughton may exhibit pastel f orms of any color at random times. Forges used in reworking bits of broken metal are most often fueled with dung from demons and shapeshifters, augmented with b roken wands, a variety of powdered gemstones, and large outpourings of magical e nergy via uncontrolled alteration and/or illusion spells. As weapons or armor, l ysaughton constantly shifts between different designs of the same general shape. No formula exists in mortal hands for making this metal, the primary source is somewhere in the demon realms. Eog

Another immensely hard metal, eog has the peculiarity of needing intense cold to soften enough to be worked as well as fire such as may be found in the hearts o f efreet lords or the burning blood of a lesser phoenix. Several colors of eog a re known, all slight variations on the basic formula of mithril, durang (titaniu m), the soulbound essence of a glacier or major ice spirit, and several secret i ngredients. Eog possesses terrifying magical potential, some samples have been k nown to sustain a single power equal to +45% without complex magery backing them , this may be a function of metaphysical cold permeating the stuff and freezing the spells in place. However, eog has another power, one that makes it dreadfull y hard to enchant... it dispels magic constantly in the region around it, the en chanter must overcome this as well as enchanting the stuff. Some evidence exists that eog is not as effective in nullifying divinely derived magic as it is at q uenching wizardly magic into oblivion. Mcgrail Utterly black, mcgrail items leave a trail of moderately short-lived shadows beh ind them as they move. Weapons forged of mcgrail shed darkness to hide the wield er, armor made of it enables the wearer to blend into shadows or even step into the shadow of the world itself to come forth from a lesser shadow elsewhere. Mak ing this elemental metal requires ore that has never seen the sun, moon, or grow ing plants/animals. It may see fire, but not spells that produce heatless light. The process needs water from wells that likewise have never been illumined, distill ed essences of shadow creatures, and a fire fed solely with things which are inh erently black. Often the spark that starts the fire is itself struck with an old er piece of mcgrail. Davistone Not truly a metal, davistone is classified as one of the elemental metals due to how it is made. This brownish-grey stuff can be worked like a metal, but great care is needed since it really isn't very malleable. Its primary power is that o f barrier breaking, weapons of davistone can often sunder armor and bring down m any sorts of wall spells. Davistone armor, while heavy and uncomfortable, permit s the wearer to pass through many kinds of protection spells and magical diagram s unaffected. Unlike other elemental metals, no special forges are needed to wor k it. Platnite Made through fusing lightning spirits with earth spirits, platnite is a blue-whi te elemental metal primarily used in weaponry, as it can pass through most other metals as if they did not exist. Javednite Though an elemental metal, no one is quite sure just which element javednite is related to. Like the earthborn davistone, it breaks things, but unlike davistone javednite's power is focused against the living, as it specifically snaps bones struck by or against it. Armor made of javednite and suitably enchanted will pr otect the wearer's bones from damage or permit freedom of action despite broken bones. Some priests have had success fashioning holy symbols from this metal, th ey appear to be exceedingly effective when turning skeletal undead. Catoetine The heat-based counterpart of eog, catoetine is not nearly as effective for hold ing spells. This shimmering metal bestows quickness, weapons made of it can be s wung faster/more often, boots made utilizing it permit faster running, etc. Its

power is solely over physical speed, don't try to use it to increase the speed o f thought, you'll literally cook your brain. Elrodnite Another elemental metal, elrodnite almost exactly resembles mundane zinc, save f or the cold mist near-perpetually swirling in the air around it. While not nearl y as magically potent as its cousin eog, elrodnite can still hold moderately pow erful spells via the same freezing effect. Most gear made from elrodnite is ench anted to utilize the mist defensively, surrounding the bearer and obscuring his location, though some fashion wands of frost from it. Inniculmoid The metal of force, inniculmoid is quite hard to make as spirits of 'force' are all but unknown, unlike the number of 'force' spells known to mages. When this e lemental metal is available, it is most often crafted into hammers, anvils, and similar tools to take advantage of its ability to generate and harmlessly absorb tremendous concussion blasts, a quality which smiths who work with enchanted ma terials greatly prize. A handful of inniculmoid shields are reputed to exist, no one wastes this metal on swords, and very rarely is it used in jewelry. Boernerine Made from smelting down light elementals with earth spirits, boernerine is relat ively common as elemental metals go, though generally loathed by sun-priests and others who revere light. Boernerine items continually shed a magical radiance, different batches seem to have different potencies. Neurolite Black yet white, cold yet hot, neurolite is a paradox. Nearly impossible to work without repeatedly destroying your tools, this metal shreds other materials as if strongly acidic, yet without causing any dissolving or changes to the other s ubstance. It has been observed that things encased in neurolite do not decay or spoil, the metal seems to hold things in stasis. Some sages believe that the sta sis property is the primary one, that the shredding effect comes from portions o f the other material being in stasis and other portions moving around outside th e stasis effect. Wetznite Made from stolen pieces of the energies which form planar boundaries, fused with undead earth elemental material, wetznite is rarely seen or heard of. It has th e property of distance, permitting effects such as daggers which can slash the a ir and the wound appears on someone the wielder is staring at across the room. I rbynite armor can completely block such an attack if it was aimed at the protect ed part of the body, as can wetznite items in combination with appropriate defen sive auras. Fabrinine Also called the metal of mortality, this elemental metal has all of the primary elements in it in perfect balance. A fabrinine item will bond to the first perso n who uses it, when that person dies the metal dies with them unless the item is itself ensouled. By touch and will, the owner may cause a bonded item to merge with his soul or come forth again. When it is within the owner's soul or physica lly on their person, the bond grants some protection from death magic and critic al blows.

Sevenril Outlawed in all but the most evil lands, or reserved for the sole use of the roy al line, sevenril is the elemental metal of spirit itself. Physically weak, seve nril's power lies with the mind and heart, permitting command of others and draw ing them into friendship with the bearer. Good rulers may utilize sevenril lined crowns to bring cheer and friendship, tyrants may use it in weapons such as the infamous Mindsword. Eonmite No known method of making this elemental metal is available, it is considered a theoretical possibility. Eonmite is the metal of time, believed to be able to pr event aging or vampirically steal youth. Mabril Usually the result of failed attempts to make fabrinine, mabril contains all of the primary elements in an imbalanced combination. It is known for having an ane sthetic effect, wounds inflicted with mabril blades don't hurt at all and may be totally overlooked by the victim until they actually see them. Unlike fabrinine , mabril doesn't bond. Raysorite The metal of sound, raysorite is what most of the fabled 'singing swords' are ma de from. Parrot-like, it can be alchemically taught to repeat certain sounds und er certain conditions. Making raysorite usually involves several hundred assista nts such as opera singers, harpies, sirens, etc., may of whom will lose their vo ices in the process. Bolusture The elemental metal of water, bolusture has no power on land or in flight, but u nder the waves it gains magical strength, bolusture armor may permit the wearer to breath water and move freely, weapons crafted from it both act as freely as i f on land and multiply the effectiveness of the wielder's combat skills. Antine Often mistaken for peraltoid, antine is a related metal that is prone to return to places it just left. Missile weapons made of it can be useful or annoying, de pending on the craftsmanship and magics involved. It is also used in making item s that are hard to get rid of. Keron A black, shiny alloy, keron has such a high luster as to appear oiled. It holds a keen edge, equal to +10% but not magical. Arinyark A blue-green, lustrous metal, arinyark has the ability to absorb and store raw m agical energy. Arinyark items can be tapped by mages of most sorts as a source o f additional mana/heka. It can also slowly drain energy from kregora, reclaiming what was lost. A full suit of armor laminated with arinyark provides a +30% bon us to resisting magic (only). Kregora

An extremely rarely made alloy of gold, mithril, celebur (uranium), and several secret alchemical substances, kregora is too soft and ductile for much use in ar mor or weapons. However, it is among the most potent of anti-magical substances known, applying a +500% bonus towards nullifying magic it is in contact with or encases. Even artifacts may go dormant when wrapped in kregora mesh. Being surro unded by kregora, even as a slender wire around the perimeter of a room, is enou gh to swiftly sap mana/heka from a mage or banish the majority of elementals and demons back to their own planes. Alas, unlike gold and mithril, kregora is subj ect to tarnishing and to acids. Magmir A lustrous red metal, magmir is produced solely by alchemical means. It is prima rily used for defensive purposes, as it not only withstands and protects from fi re, but actually stores a portion (about 10%) of the attacking flame's power wit hin itself. With the right enchantments, magmir can release the flames in variou s forms, or convert captured energy to heal the wearer. Iclling Made via a variant of the process used in making magmir, iclling has the same po wers only for cold instead of heat. In appearance, it resembles fine crystal, sp ontaneously forming facets as the metal is tempered whether the smith wishes the m or not. Vaanum A strange silvery-white metal of unknown origin, vaanum is very difficult to aff ect with magic. This is not due to any anti-magical or resistive properties, how ever, the metal is just too alien to our plane. This same alien quality is what makes it feared, vaanum weapons are "of Slaying" vs. all mortal life and most im mortal life, save only those in whose veins the blood of Borguunaar runs or thos e who have devoted their existences to corruption. Vaanum screams if brought int o contact with any Borguunaar magic or Borguunaar-forged metal, twisting and wri thing in attempts to escape. Prolonged contact annihilates the vaanum item utter ly, beyond the power of a Wish to bring back or locate. Ogamur A dwarven invention, ogamur is a black metal with a truly unusual innate quality ; it is elastic, even more so than most kinds of rubber. Its properties make it ideal for springs and devices designed to absorb impact. Mithrarian Dangerous to make, dangerous to be around for long, mithrarian is related to kre gora, but rather than draining magic, this alloy drains gravity, permitting weig htlessness of whatever is above it. The formula includes eog, mithril, celebur, and a host of other metals in trace amounts. It also is immune to all counterspe lls that would negate flight or bring things down to earth. Cinnabryl Found in red clay deposits in regions afflicted by exceptionally potent curses, this crimson metal protects to some extent against the harmful aspects of curses , while permitting beneficial aspects to affect the wearer normally. Unfortunate ly, if worn by someone not under a curse, cinnabryl starts sapping the health of the wearer. One ounce of cinnabryl protects against one week's worth of curses, slowly depleting to become red steel as it does so. Unlike what it becomes, cin nabryl is soft and easily worked. It must be worn against the skin to give full

protection, it also only is depleted while defending against curses. The weight of a piece of cinnabryl decreases at a specific rate as it depletes, this allows sages and alchemists to judge how much defensive magic it has left. Should cinn abryl be depleted by a method other than interaction with living flesh and spiri t, it crumbles into the silver-red granules known as steel seed. It can also be used to brew the potion called crimson essence, which temporarily bestows a semi -random magical power (and curse) upon the drinker. Red Steel Half the weight of normal steel and just as strong, this crimson metal readily s oaks up enchanting spells. It is able to harm beings immune to magical weaponry or those which require a minimum power level to injure, though those which are ' immune' to metal still retain this gift against it. The following metals are taken straight from their sources, without any attempts on my part to translate them: Siderite Also commonly called Meteorsteel or Skysteel, good for all weapons and armor. Si mply made from iron meteorites, but tends to hold enchantment and heat well. Sid erite is an exceptionally good metal to use for swords that will be enchanted wi th heat or fire spells. The metal gives no automatic bonuses to the hit and dama ge scores of a weapon, but gives a +2 bonus to enchanting attempts and +4 to sav es and enchanting attempts involving heat or fire. Volcanosteel Iron made from liquid lava and quenched in hot springs. Volcanosteel is immune t o any kind of heat damage and will never melt. It must be shaped by cold forging . Also does not conduct heat at all. Weapons gain no automatic hit or damage bon us. Irridesium Irridesium is a hard but resilient metal that appears black with iridescence pla ying along surfaces that reflect or catch the light. The primary source for irri desium is the kzin manufacturing citadels. Several human metallurgists have rece ntly learned how to rework captured irridesium into new forms, but only the kzin engineers know what goes into the alloy or how to make it. Irridesium is very e asy to enchant, giving +4 on any attempts to do so and reducing the enchanting t ime by 50%. Before magic or exceptional craftsmanship is taken into account, irr idesium weapons enjoy a +1 hit and +1 DAM bonus, and cost ten to twenty times th e normal price. Greatswords are usually available at only five times the standar d price. Irridesium automatically succeeds in saves vs. crushing blow, normal bl ow, fall, acid, normal fire, electricity, or any sort of rusting or corrosion, m agical or not. It receives a +2 save bonus against all other forms of damage. True Iron Good for weapons. Shiny gray, rustproof. Distilled from iron. Takes 20 lb. iron and 2 hours of master labor to produce 1 lb. True Iron. Weapons made from it get +1 DAM. $100/lb wholesale, availability 75. LM True Iron has +1 hit, +2 DAM, $2 00/lb, availability 25. Saves vs. fall, crushing blow, normal fire, acid, and di sintegration at +3. Saves vs. electricity, lightning, cold and magical fire at + 2. The best Trobyn Armories weapons are forged from True Iron by loremaster craf ters. These blades have +2 hit, +3 DAM from materials and craftsmanship, and cost ten to twenty times the normal price.

True Copper Shiny and bright red. Distilled from copper. 12.5 lb copper and 10 hours of mast er labor for 1 lb. True Copper. Gives +2 DAM, $400/lb whsl, availability 40. LM True Copper has +1 hit, +3 DAM, $700/lb, availability 20. Uncommon in the Four K ingdoms, but highly prized in the Japanese Empire. True Copper saves against fal l, crushing blow, acid, and normal fire at +2, and against electricity and light ning at +1. Mithral Also known as True Silver. Shiny bluish silver, holds polish. Distilled from sil ver or from mithril ore. Mithral is the lightest and most supple of metals hard enough to be used in the making of armor. Material made from mithral has only 50 % of the mass of a similar item made from regular steel. Elven chain and plate a rmors are made from mithral alloys. Weapons gain no automatic bonuses and costs $1,250/lb, but Loremaster mithral gives +2 hit, +2 DAM, $5,000/lb. Availability of mithral is 60; loremaster mithral is 20. Slight magic resistant properties, b ut takes enchantment readily if properly prepared. Wearers of mithral armor gain a +1 saving throw bonus or lessening of damage done by the magic by 1 point per die, whichever is more favorable to the mithral wearer. True Gold Also called Novagold. Shiny yellow gold. Holds polish. Distilled from gold. 7 lb gold and 200 hr LM labor for 1 lb True Gold. True Gold has properties that make it an excellent choice for holy objects and items representing powers of purity , goodness, or light. Weapons made from True Gold gain +2 hit, +4 DAM, $40,000/l b. The formula for True Gold is not widely known, and thus True Gold is generall y unavailable. Strong magic resistant properties. Iron Absolute Commonly called Mold Metal. Toughest of all known materials;has an effectively i nfinite Break Threshold and toughness value. An object of Iron Absolute must be made in the shape it is to have, and cannot be reshaped or broken thereafter, ex cept by divine power or by someone who drinks a special potion that will allow t hem to easily mold the metal to any desired form for a few minutes. Quality of p roduct is appropriate to the molder's rank in the craft required to make the ite m being molded. Iron Absolute is rough and dark gray in color. Distilled from Tr ue Iron. 16 lb. True Iron and 15 hr LM labor to make 1 lb Iron Absolute. Iron Ab solute weapons ignore up to 10 points of protective armor, striking even a knigh t in full plate armor as if he were unarmored, +2 hit, +5 DAM, $2500/lb, availab ility 10. The molding potion is a very difficult Alchemical creation, requiring the same effort and costing the same as a dose of Jump Juice or Ultimate Solvent . Iron Absolute is rustproof, of course. Copper Absolute Superconducts heat and electricity; no protection whatsoever against heat, cold, or electricity attacks, and will conduct heat, cold, and electricity back to th e wielder's hand. Despite this major disadvantage, it has a lot of value for tec hnomancers. It also seems to hold powers of quickness, and weapons made from Cop per Absolute strike at weapon speed 2, as if they were no more than daggers in m ass. Distilled from True Copper, retaining and deepening its ruddy color. 14 lb True Copper and 40 hr LM labor to make 1 lb Copper Absolute. Weapons are +1 hit, +3 DAM, $8000/lb, availability 10. Silver Absolute

Sometimes called Local Adamantite, but this metal is not actually an alloy of ad amant. Black in color, and shiny. Distilled from True Silver. 7 lb True Silver a nd 100 hr LM labor for 1 lb Silver Absolute. Weapons have +3 hit, +6 DAM, $20,00 0/lb. Formula not generally available. Strong magic resistant properties, but ta kes enchantment readily. Gives a +3 on all enchanting attempts. Saves against al l perils at +5. Silver Absolute cannot be polymorphed, disintegrated, or changed in form by any type of magic. Gold Absolute Also called Megametal, this alloy was originally discovered in the aftermath of the fiery destruction of an evil god in the midst of a vast treasure hoard. Mega metal resists all change. Its toughness is the highest rated, equivalent to star ship armor. Persons armored in Megametal cannot be struck by ordinary weapons, a nd suffer only the magical damage bonus from enchanted weapons. Does not conduct heat, cold, or electricity. Strong magic resistant properties. Weapons made of Megametal ignore magical protective pluses of armor and protective spells. This would allow Megametal rifle bullets to penetrate a protection from normal missil es and stoneskin spell combination. 2.6 lb True Gold and 800 hours LM labor to m ake 1 lb Gold Absolute. +3 hit, +8 DAM, $100,000/lb. Formula not generally avail able. Solarite Solarite, or Sun Steel, is what Heinree make their sunswords out of. Must be act ivated with a solar concentrator, after which it's plasma and can't be reverted to metal. The original conversion doesn't always work; there's about a 50% chanc e that it'll just evaporate and you'll have to start over. Unactivated Solarite ore is mined from rock outcroppings in the hottest deserts, and is extremely rar e. The metal extracted from the ore has an exceptionally high toughness and is p urely a black-market commodity as the Heinree hunt down any non-male-Heinree who is found to possess it. To make an activated Solarite object, the metal must be shaped (difficult considering its toughness) and subjected to highly concentrat ed sunlight in a process known only to the Heinree. After activation, the item w ill cut or melt any material with a natural AC worse than -6, and cannot itself be cut or broken. It has +3 hit and +6 DAM, and its damage is considered fire da mage for purposes of igniting flammables. It is not possible to make armor from Sun Steel. Activated Sun Steel is as bright as the surface of the sun. Price sub jective, but typically at least $150,000 a pound for worked, activated Sun Steel . Soul Steel Cuts nonliving material like air, but does not exist for living tissue: it merel y passes though living matter like a ghost, inflicting no harm at all. Great for use against doors and Undead, simply chopping inanimate matter up without resis tance, doing effectively infinite damage to whatever it hits. The only exception is material that has toughness equal to or higher than that of Soul Steel. +2 h it, +2 DAM. Price subjective; no known terrestrial ore sources. Expect to pay at least $80,000/lb if you find some for sale. It has been theorized that Soul Ste el can only be created through divine intervention, and it seems to require the trapping of the soul of an intelligent creature for each pound of metal. Formula is not known, nor has it been discovered how to release the trapped souls from the metal, although communication with them (they are almost always wise and ben evolent) is possible. Demonsteel This horrible alloy is forged in certain Hells and allowed to enter the real wor

ld for the purpose of spreading fear and death. It does continuous damage, screa ming and moaning when it touches blood. A piece of Demonsteel stuck in a creatur e will do full maximum weapon damage every round after it first strikes. Each po und of Demonsteel requires the soul of an intelligent creature to make, but this is not a problem in Hell. Release of the trapped souls does not seem possible, but communication with them (they are almost always selfish and evil) is. Demons teel has +4 hit (it likes to seek flesh) and +4 DAM. Fairly commonplace, but out lawed nearly everywhere. Costs typically $6000/lb, availability 25. Glowiesteel This material was only recently distinguished from Megametal, and its formula is not generally available except to a few exceptionally skilled metallu rgists. Its main feature is its absolute resistance to all magic, except divine intervention. It will never be affected in any way by any normal magic or psioni cs, or that of Terrans or Sorcerors. Won't pass though teleport gates, cannot be located with magic. Also glows yellow. The source of ore seems to be the bones of a dead god, mined in a distant and inaccessible land, or possibly from a god island in the Astral. Glowiesteel is also a fine weapon metal, with +3 hit, and +5 DAM. Price subjective but at least $400,000/lb. Exotic Adamantium Evaporates target (up to 100 times the weight of the impacting weapon) on a natu ral 20, plus is strongly magic resistant, and conveys some magic resistance to a nyone holding even a small piece. Exotic Adamantium is brought here from a diffe rent plane, where it is created by divine intervention. Extremely rare. Every kn own piece has a stylized logo on it that seems to be a merger of the letters A a nd C. Weapons are +3 hit and +5 DAM, price subjective but at least $100,000/lb, availability 1. Exotic Adamantium is dull black and lusterless. Hard Water Ripples like water, and is reflective and neutrally buoyant, but keeps its shape . The rippling is mainly a special effect, though, and Hard Water is not a parti cularly potent metal. No hit or damage bonuses. Made from Ice Crystals, requirin g $5000 worth of them and 50 hours of LM labor to create 1 pound. $8000/lb wholesale, availability 10. More a curiosity than a practically useful material. Diamondsteel Best of the so-called Mineral Metals, which are commonly known and often used fo r weapons. Transparent. Diamondsteel is extremely tough and resiliant, +4 hit an d +8 DAM, no special properties. Takes 800 hr LM labor and $27,000 worth of diam onds to make one lb. $75,000/lb wholesale, availability 15. Emeraldsteel Second best of the Mineral Metals. Green translucent. +3 hit, +6 DAM. 500 hr LM labor and $10,000 worth of emeralds to make 1 lb. $40,000/lb wholesale, availabi lity 20. Rubysteel and Sapphiresteel These two tied for third best Mineral Metal. Transparent red and blue respective ly. Weapons are +2 hit and +4 DAM. 200 hr LM labor and $8,000 worth of rubies/sa pphires to make 1 lb. $20,000/lb wholesale, availability 20.

Greensteel Fourth Mineral Metal, but possibly the most beautiful. Looks like normal jade sh ot with veins of silver. Surprisingly tough, +1 hit and +2 DAM, 25 hr LM labor a nd $1,000 worth of purest greenstone jadeite to make 1 lb. $2500/lb wholesale, a vailability 25. Adamant (2) Adamant is a moderately hard black metal that is usually found in a bright blue ore near areas where vulcanism is common and mana is dense. When forged in an al loy with iron, a very difficult task, 10% Adamant 90% Iron the resulting metal i s incredibly strong per unit weight. The section on armor details the typical va lues for different types of adamant armor. Adamantium steel weapons, if they can be made, do +50% more added damage and have +50% break. They also have 25% less delay, to a minimum of -1. Magic items made with pure adamant that have more th an half their mana spent on earth or water magic gain only need 7% of the mana/e xperience spent they would otherwise need. Magnesium Magnesium is a light strong metal, quite hard to refine, that can be ignited by white hot coals or other hot fires and which burns with an actinic light that sh ould severly annoy demons, undead, and other creatures of darkness. Mithril (2) Mithril is a soft pale silver metal found deep in the earth in a white ore that can be forged by adding trace amounts of zinc and tin into a very hard somewhat light metal that can accept mana and enchantment abnormally well. Mithril armor is detailed in the section on armor. Mithril weapons get +30% more added damage and +30% break as well at 10% off their weapons speed. Magic items made with pur e mithril that have more than half their mana spent on spirit or air magic only need 60% of the mana/experience spent they would otherwise need. Orchallium Orchallium is a pale orange metal about as hard as iron and slightly less dense. It is found mixed with copper or silver in the vicinity of massive releases of magic or mana. It does not make good alloys for armor and arms, being too brittl e, but is extremely friendly to elemental magic, especially fire magic and is of ten used to make magic items. Magic items made with pure orchallium that have mo re than half their mana spent on void or fire magic only need 60% of the mana/ex perience spent they would otherwise need. Other elemental areas require only 80% of mana/experience in the same fashion. Tarnrill Tarnrill is a bizarre metal which is a blackish brown in color and is found in a dirty brown, greasy ore. The ore is most commonly found deep in the earth benea th mass graves or near where acts of necromancy took place. Tarnrill has the biz arre property that at least moderately bright sunlight causes it to burst into f lames. Burning tarnrill does 8d6 per round and takes a long time to finish burni ng emitting smoke that acts as intensity two speed VI poison. Water will put out the fire only if sunlight is not also present. Tarnrill alloyed with iron makes a jet black alloy that is similar in strength to Mithril. This alloy will do a maximum of 6d6 and can be put out by immersion though as soon as it is out of wa ter it will burn again when sublight is present. Tarnril weapons get +30% to the ir damage bonus and break and 10% off their weapons speed. Tarnrill is friendly

to necromancy and shadow lore. Magic items made from pure tarnrill that have at least 50% of their spells in these two areas need only 60% or the mana they woul d normally need. Tarnrill conducts necromantic attacks to that a shadow, wraith, vampire or other undead that has a drain attack that requires touch to use may still use it when wielding a tarnrill weapon. Tsargo Tsargo is a jet black metal found deep in the earth in a transparent crystalline ore. The refinement techniques are known to very few and are said to involve pu re water, actinic flame, and lightning. Tsargo reacts with magic in a violent fa shion. It is far to rare to be made into armor even in alloys save as a trace el ement. Tsargo in its pure form is unstable and explodes violently in the presenc e of spellcasting (d100's or damage over a large area). Tsargo alloys have a num ber of bizarre properties. Adamant/Tsargo Difficulty: -120. An alloy of 25% adamant and 75% tsargo forms a matte black metal capable of abso rbing potions, poisons, and fluids as described in the spell Absorption in metal alchemistry. A daggerweight of the metal can absorb three vials worth of fluid and the fluid is released as in the spell Absorb. If different fluids are absorb ed then use the rules for mixing potions in potion alchemistry with +30 to any f ailure rolls as the metal completely mixes the potions. An alloy of 50% tsargo a nd 50% adamantium forms a translucent black metal, appearing not unlike obsidian , with the property that is 50 grams or more are in contact with the skin of a l iving creature then any spell directed at the creature, other than elemental mag ic spells that do direct damage is absorbed as per the ability Magic Absorption. The creature saves versus magic at -3 per mana in the incoming spell and if the save is made gets each mana point as a design points worth of recharge to mana, health, hits, and stamina in that order. An alloy of 75% adamant and 25% tsargo creates a lustrous and shiny black metal that makes translation into the spirit plane easier. In contact with the skin and in amounts greater than 20 grams it grants the skill Spiritual Awareness at the base level or adds two ranks to the skill of a spiritually aware creature. Copper/Tsargo Difficulty: -30. An alloy of copper with at least 3% but no more than 5% tsargo forms a bluish me tal that emits a small amount of electrical current all the time, in proportion to its velocity. When thrown or used as a bludgeon the metal delivers a shock of d6 per 10 over the hit roll was to a maximum of whichever is smallest: 18d6, d6 per gram, d6 per inch thrown for a missile. When delivered as an arrowhead or o ther high speed missile it does at most 18d6, 4d6+d6 per inch traveled, or d6 pe r gram. For every die over 8d6 a sample of this metal does there is a chance of 3% it will transform back into copper oxide and Tsargo ore. An alloy of copper a nd tsargo with 5%-10% Tsargo acts like the thinner alloy but does magic damage a nd has a 5% per die over 6d6 or separating. If the alloy exceeds 10% Tsargo it t ends to explode if moved at all for d100 in a 2d6" radius. If placed in a contai nment that completely excludes magic it can be moved safely. Gold/Tsargo Difficulty: -50. An alloy of gold and tsargo with 50% or more tsargo forms a red-gold metal that has an affinity for enchantment. Magic items with at least half the spells withi n the enchantment school (illusion, control, vision, mirror) need only 60% of th e mana or unspent experience they normally would. Alloys of 5% or more tsargo an

d gold have the property that they trigger avarice to an abnormal degree. Any cr eature even somewhat given to avarice will feel great longing to possess this fo rm of red gold. Iron/Tsargo Difficulty: -10. An alloy of tsargo and iron with 1-2% Tsargo makes a weapon that learns its wiel der's desires and hence gains in ability to hit. Each week that the wielder prac tices at least 1 DP with a Tsargo/Iron weapon the hit plus increases d3% if he r olls over the current hit plus on 3d10. The hit plus for the wielder of a weapon is a hit minus for anyone else - the weapon is extremely personalized. If the a lloy has more than 2% Tsargo then the sword will, in addition to the above prope rty, develop a personality not unlike its wielders and the ability to control it s hit plus minus as it sees fit. It is quite likely to start making demands for decoration, magical runes, and other things. If the Tsargo fraction in the alloy passes 5% then the weapon will detonate for d100 destroying itself when it grow s angry. Iron-tsargo alloys are jet black and lustrous. Magnesium/Tsargo Difficulty: -50. An alloy of 3-5% tsargo and magnesium forms a clear metal with the mechanical pr operties of steel and the ability to store light. It stores an amount of light e qual to an hour of bright sunlight and releases it at the rate it was absorbed. The metal is slightly harder to burn than refined magnesium but burns as brightl y and hotly. Alloys above 5% burst into flame when illuminated substantially and are sometimes used to ignite plain magnesium. Mithril/Tsargo Difficulty: -140. An alloy of 25% mithril and 75% tsargo forms a white metal with polychromatic hi ghlights that, when in contact with the skin in amounts greater than 30 grams, g rants a magic save versus alchemical potions and essences and versus poisons. If the save is made the substances are rendered inert within or while touching the imbiber. An alloy of 50% mithril and 50% tsargo forms a lustrous, pearly white metal that has a great affinity for magic. Magic items made from this metal will recharge +2 mana per hour faster than normal (this makes charged items have a r echarge, possibly quite valuable). In addition this metal has an affinity for th aumaturgy and essential alchemistry. Magic items made from this metal that have at least half their spells in the area of thaumaturgy or essence alchemistry nee d only 50% or the mana or experience it would normally need. If the fraction of tsargo is too high, more than 55% the metal explodes for 4d100 of damage when ma na flows through or near it. If a 50% mithril/tsargo setting is used for mana st ones it increases by 100% the mana capacity of the stones. An alloy of 75% mithr il and 25% tsargo forms a metal with the color and mechanical properties of fres hly polished silver with polychromatic highlights in colors other than red, purp le, and orange. In contact with the skin in amounts of 20 grams or more it grant s the recipient +1 WP and doubles his mana recharge rate. Used to coat a weapon, as with silvering, the weapon does double damage against any creature with a su sceptibility to silver or mithril. Orchallium/Tsargo Difficulty: -120. An alloy of 25% orchallium and 75% tsargo creates a soft, bright red metal that will flame whenever someone touching it concentrates and makes a stress save. If they maintain concentration the flame will not burn them. Skin contact with 30 or more grams of this metal also gives +6 fire armor. The fire is small doing d6

per round and is mostly useful for ignition of fires and the like. An alloy of 50% orchallium and 50% tsargo makes a soft orange metal that will liquify fire b y touch, as per the fire element spell of the same name. In addition this metal allows a magic item that has only fire element spells in it to recharge at a rat e of +1 mana/hour faster than normal. If spells of any other area are in the ite m it will prevent recharge. An alloy of 75 hard, straw-yellow metal that will re lease mana from a charged or recharging magic item as fire by touch. The rate of drain is one mana per round per 50 grams of metal and each mana point released creates d6 of damage in a burst with a radius equal to the square root of the nu mber of dice. The burst continues until the item in question is drained. Permane nt items recharge as recharging items. Lead/Tsargo Difficulty: -25. An alloy of lead and 3-5% tsargo forms a grey metal with incredible density that is immune to the effects of void. A coating with this metal, not an easy task, grants immunity to disintegration effects associated with the void. A container coated with this metal can be used to contain void elementals and the like. This alloy drains mana from items contained within it slowly and neither mage not it em can recharge when surrounded by it. The substance can be used to shield coppe r-tsargo alloys for transport. Platinum/Tsargo Difficulty: -60. An alloy of 25% platinum and 75% tsargo creates a very soft, dull, nonreflective orange alloy. This allow has a melting point of about fifty degree s F. Skin contact with 20 grams or more of the metal renders the spirit of a mat erial creature completely invisible to spirits or on the spirit plane. In additi on nonliving objects touching this alloy have no spiritual counterparts and cann ot be caused to have them. On a roll of -3/die of spiritual damage done this all oy allows a person or object in contact with it to take spirit damage as fire da mage. An alloy of 50% platinum and tsargo forms a pale whitish-orange metal that is liquid at temperatures of -5 centigrade of more. This substance forms an imp enetrable barrier to spirits and which has an armor against spirit damage of 20. In addition the metal is extremely malleable when chilled and can be shaped wit h greater ease than gold. The fluid form can be painted on if mixed with some ki nds of binders. An alloy of 75% platinum and 75% tsargo creates a metal that loo ks like yellow-orange tinged platinum. This metal is friendly to Ipso Lore and a ny magic items made from this metal (or substantially incorporating it) that hav e at least half their mana spent on Ipso Lore require only 75% of the mana they normally do. Silver/Tsargo Difficulty: -60. An alloy of silver and tsargo that is 5-15% tsargo forms a metal that gives a ly canthrope touching at least 20 grams of the metal a stress save to control his t ransformation. The normal stress save prevents involuntary transformation. A str ess save at -30 permits transformation at will. An alloy of silver and tsargo that is at least 20% tsarg o forms a white metal that has a great affinity for magic. Magic items made from this metal will recharge +1 mana per hour faster than normal (this makes charge d items have a slow recharge, possibly quite valuable). This has no useful effec t on a permanent item. In addition this metal has an affinity for thaumaturgy an d magic items made from this metal that have at least half their spells in the a rea of thaumaturgy need only 70% of the mana or experience it would normally nee d. If the fraction of tsargo is too high, more than 30% the metal explodes for 2 d100 of damage when mana flows through or near it. If a silver/tsargo setting is

used for mana stones it increases by 50% the mana capacity of the stones. Tarnrill/Tsargo Difficulty: -90. An alloy of 25% tarnrill and 75% tsargo form a greenish black metal that does no t have Tarnrill's tendency to burn in sunlight but which rather does d6/round of necromantic damage to anyone touching it when exposed to sunlight. This metal h as an extreme affinity for necromancy and magic items containing only necromanti c spells require only 40% of the mana or unspent experience they would otherwise need. In addition this alloy affects sentient undead as tsargo-gold alloy does men or dragons. An alloy of 50% tarnrill and 50% tsargo is a sickeningly green, slick, shiny metal that has an affinity for demonic lore. In sunlight rather tha n burning it does d6 per round of hellfire damage to anyone touching it. Magic i tems constructed from this alloy containing only demon lore spells require only 40% of the mana or unspent experience they would otherwise need. In addition thi s alloy affects sentient demonic creatures as tsargo-gold alloy does men or drag ons. An alloy of 75% tarnrill and 25% tsargo forms a pale yellow metal. This met al bursts into flame in sunlight as does tarnrill. Used in a magic item it allow s the magic item to recharge by draining hit points out of a living creature tha t is damaged with it. For each die of damage done with the magic item the magic item recharges one mana. It cannot regain more than two mana per round this way. Usually the tarnrill-tsargo alloy is incorporated into the center of a blade ma de of an iron alloy. Tin/Tsargo Difficulty: -10. An alloy of tin and tsargo in any combination that is at least 10 has roughly th e mechanical properties of lead. Application of a large amount of mana in the fo rm of a spell, especially fire magic, will cause the metals to separate. This al loy is often used to store tsargo. Zinc/Tsargo Difficulty: -50. An alloy of zinc with at least 5% but no more than 12% Tsargo forms a greenish m etal that emits a small amount of life energy all the time, in proportion to its compression. When thrown or used as or in a hand to hand weapon the metal deliv ers on impact a burst of life energy that applies d6 of life energy per 10 over the hit roll was to a maximum of whichever is smallest: 18d6, d6 per gram, d6 pe r inch thrown. If crushed it delivers 2d6 per man weight of compression. The ene rgy does the equivalent of magic damage to undead with no divisor or immunity. I f this damage hits a person it heals one hit per three points of damage or one s tamina per one point of damage done but requires a shock save at minus damage do ne or the victim will lose a point of health. If the alloy is more than 12% tsar go it separates spontaneously and violently doing d100 points of magic damage an d vaporizing the metal involved. This metal is friendly to the magic of natural lore and magic items made from this metal that have more than half their spells in natural lore need only 50% unspent experience. Earth's Blood Dwarven antimony, this metal resembles solid lava, even retaining the intense he at. Flammable items touching it have a 90% chance of catching fire, and living f lesh takes 1d10 damage from it per round unless protected by thick gloves or sim ilar safeguards. Weapons forged from it inflict +7 points of fire damage with th eir blows.

Dwarven Copper This mystical metal holds several healing virtues. An ounce of it, powdered and sprinkled on injuries, protects against infection, even most mystical diseases b eing forestalled by this treatment if applied early enough. For every 5 full oun ces of it touching the skin, a +1 bonus is applied to both Fatigue and Body Poin t recovery, so long as the contact remains through the entire recovery period. I nstruments crafted from it give a +1 roll on the crit die for a chirurgeon using them in healing. Dwarven Electrum One ounce confers increased longevity in the amount of one month for every ten y ears it is worn against the skin. The more metal worn, the greater the increase in longevity, up to a maximum of 12 ounces, which will increase the lifespan by 1 year for every full ten it is worn. As both a solar and lunar metal, it causes +3 damage to demons, devils, and lycanthropes. Greater Gold Has twice the lifespan-boosting power of Dwarven Electrum, an ounce adding a mon th of longevity per 5 years worn, with the same 12 ounce limit. Items constructe d of it never tarnish and they emit light equal to a candle. Dwarven Lead Perishable items placed in a dwarven lead container spoil at 1/4th the normal ra te. Every ounce of this metal carried adds +1% to the magic resistance of the be arer. Solid Quicksilver The unique nature of dwarven mercury is that it is actually a solid, though the surface ripples and flows as if it were water. Items constructed of Solid Quicks ilver will float in water, regardless of their weight. Miner's Tin Dwarven tin radiates exceptional 'luck'. Anyone bearing at least 3 ounces of it on their person may re-roll 01 critical failures again. The number of failures t hat may thus be avoided in a lunar month (new moon to new moon) equals the total ounces of Miner's Tin in the largest single piece/item of it carried. (Two versions of the same set of ideas follow, I'm unsure of the systems used as well as the original source) Produce True Lead and Mercury of Lead Each of these operations requires 1 cn each of Philosophical Salt and Philosophi cal Sulfur, and 3000 gp. Each requires 37 days. True Lead produces 100 cn of le ad which no spell (even those of named spirits) can penetrate. When mixed in a r atio of 1:10 with paint, it can be used to anti-magick a wall or other structure of up to 1000 square feet (though in this diluted state the spells of named dem ons can penetrate). It can also be applied to suit armor to give the wearer a +2 to save vs magic. True lead is necessary to bind named demons into prisons. Th e Mercury of Lead is produced in 7 + d100 doses and is used to create a universa l solvent, and is used in the production of a Philosopher's Stone or Elixir. In either case 300 days can substitute for the cost on a successful Alchemy roll.

Produce Star of Iron and Mercury of Iron Each of these operations requires 1 cn each of Philosophical Salt and Sulfur, an d 4000 gp. Each requires 47 days. This metal can be used in making vorpal weapon s (which sever body parts on a 75% critical hit) (8 PP), dancing weapons (which attack by themselves at the skill of the wielder) (4 PP), holy weapons (+5/+10 v s the enemies of a religion along with a turning chance as a cleric of similar l evel or double level if used by a cleric) (16 PP), soul-stealing weapons (on a s uccessful hit the target is life blasted for 1d8) (8 PP), bane weapons (weapons which automatically kill when they strike) (16 PP), and greater armor and shield s (+4 or better) (4 PP). Each of these is an alchemical device. The alloy to be used is 1:3 star of iron to iron. The Mercury of Iron is produced in 7 + d100 do ses and is used to create a universal solvent, and is used in the production of a Philosopher's Stone or Elixir. 400 days may substitute for the cost in either operation. Produce Star of Copper and Mercury of Copper Each of these operations requires 1 cn each of Philosophical Salt and Sulfur, an d 4000 gp. Each requires 47 days. This metal can be used in making books and scr olls, reducing the writing time by half by using it in the ink. When used with a ny 7 gems or any single alchemical gem it is increase the recharge rate of magic items by one spell per day. When used in a focus it will add +1. It may be ench anted as an amulet of protection vs any six types of spells. It may be enchanted as a talisman for six spells. The Mercury of Copper is produced in 7 + d100 dos es and is used to create a universal solvent, and is used in the production of a Philosopher's Stone or Elixir. 400 days may substitute for the cost on a succes sful Alchemy roll. Produce Star of Silver and Mercury of Silver Each of these operations requires 1 cn each of Philosophical Salt and Sulfur, an d 4000 gp. Each requires 47 days. This metal can be used in making Magical Mir rors (scrying devices like similar to a crystal ball) (16PP), Amulets of Night V ision (allow the wearer to see at night as if it were daylight) (4 PP), Cloaks a nd Helms of Invisibility (allowing the wearer to become invisible at will) (4PP) . Used in a holy symbol, it will repel undead at +3 (2 PP). Used in a device wit h daily spells, it increases the number of spells/day by one. Used in a focus th e result is a +1. This metal is called True Silver by some. Weapons forged of it are +2 automatically, and destroy lesser undead by touch, and do double damage to greater undead. The Mercury of Silver is produced in 7 + d100 doses and is used to create a universal solvent, and is used in the production of a Philosoph er's Stone or Elixir. 400 days may substitute for the cost on a successful Alche my roll. Produce Star of Gold and Mercury of Gold Each of these operations requires 1 cn each of Philosophical Salt and Sulfur, an d 4500 gp. Each requires 52 days. Devices of fire made from this metal will con tain all the list spells automatically (36 PP)! Rings of spell capture made from this metal have the property of holding up to 22 spells (36 PP). When used as t he setting for magic rings containing Alchemical Rubies or Emeralds it increases the daily rate of any spells by one, and triples the number of charges. The Mer cury of Gold is produced in 7 + d100 doses and is used to create a universal sol vent, and is used in the production of a Philosopher's Stone or Elixir. 450 days may substitute for the cost on a successful Alchemy roll. Produce Star of Platinum and Mercury of Platinum Each of these operations requires 1 cn each of Philosophical Salt and Sulfur, an

d 4500 gp. Each requires 52 days. This metal has the virtue of containing all s pells of water. When used as a setting for Alchemical Diamond, it has the proper ty of allowing the diamond to store 22 spells. Any device made from this combina tion will recharge at 3 spells per day with 1000 charges! The Mercury of Copper is produced in 7 + d100 doses and is used to create a universal solvent, and is used in the production of a Philosopher's Stone or Elixir. 450 days may substitu te for the cost on a successful alchemy roll. Produce Fixed Mercury and Mercury of Mercury Each of these operations requires 1 cn each of Philosophical Salt and Sulfur, an d 4500 gp. Each requires 52 days. This remarkable material has the property tha t it will hold an infinite number of spells, any device made from it will have 5 000 charges and will recharge at 25 charges per day! The Mercury of Mercury is produced in 7 + d100 doses and is used to create a universal solvent, and is us ed in the production of a Philosopher's Stone or Elixir. This solvent is made on ly when it is to be used and requires one dose of each of the Mercuries, the res ult is a substance which will completely dissolve 1d10 cubic feet of ANYTHING(!! ) in 1d100 rounds. 450 days will substitute for the cost on a successful Alchemy roll. Star of Iron To produce this metal an alchemist needs 500 pounds of iron, 1 ruby and the bloo d of 14 different monsters, so he will obtain 50 pounds of the alchemical metal. Mixed with a ratio of 1 to 3 pounds of common iron the alchemist will have a me tal giving two bonus armor points to a metallic armor, +10 hit points to weapons and a bonus of 10% to attack and parry. Star of Copper This operation requires 250 pounds of copper, 1 emerald and 7 bones to produce 2 5 pounds of star of copper. Powdered and mixed with ink (in a ratio of 1 to 5 po unds) it reduces the writing time by 50%. Star of Silver To produce 10 pounds of this metal an alchemist will have to mix 100 pounds of s ilver, 1 diamond and 7 liquids. Used in an object made to receive an enchantment of stealth (ie a Silence spell matrix) it will reduce the POW and the MP expand ed by two. Star of Gold 50 pounds of gold are necessary, as 3 diamonds, 7 liquids and 1 sunflower, to pr oduce 5 pounds of this metal. When used in items containing spells of fire it ra ises the intensity by one. Star of Platinum An alchemist will have to mix 25 pounds of platinum, 3 diamonds, 7 liquids, 7 es sences, 1 black rose, 1 black lotus and 1 black poppy to produce 1 pound of star of platinum acting like the Star of Gold for spells of water. Fixed Mercury An alchemist can produce 50g of this rare metal in mixing 5 pounds of quicksilve r, 3 enchanted trees freshly cut, 1 diamond and the fresh blood of a sentient cr eature tied to the Plant, Stone or Earth rune. This metal acts like a Magic poin t matrix of 25 points, self recharging in a full day.

Das könnte Ihnen auch gefallen