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    Magical Metals parts 1-4

    by Mortdred

    NoteUnless stated otherwise, innate magical pluses (but not specific abilities) maybe decreased during enchantment to provide a ready power source for another effect of equivalent magical power, undoing such a conversion is very difficult andrequires special purification rituals, the specifics are highly variable depending on the metal and the powers to be cleansed. Actual pluses of the material arenot guaranteed to be the pluses of items made from it (except for Kyrrad) as sufficient workmanship is also needed to focus the innate bonus.

    GoldSoft, heavy, yellow, and nearly impervious to tarnish, gold is well-known acrossthe many worlds. By itself, gold is magically inert, it must be awakened or beused 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 supportmany 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 (approx. equal to +25% worth) to even be +0% due to its' weight and softness, the standard gold-iron alloy needs merely +5% worth to reach this strength. Gold, while not mystically "good" in nature, is supernaturally pure, attempts to pervert gold magic items or twist a symbol made of gold to purposes opposed to what the symbol represents may induce a magical backlash against the perverter. Prepared under the proper conditions, by innocents born under certain astrological arrangements, raw gold may be caused to become attuned to the essence of royalty, suchmetal can be utilized in a variety of ways to affect or aid the rulership of theland it was made in. Unfortunately, gold also tends to awaken greed and avaricein 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-baseddefensive powers such as those of lycanthropy. Unlike gold, silver will tarnishreadily unless protected, but it needs no special preparation for most magicaluses. Awakened, 3 ounces of silver (6 quantities for enchanting purposes) will grant moderate bonuses to divinations and magical wards it is used in. Unfortunately, silver is also strongly attuned to goodness and purity, it does not readilytolerate evil enchantments, having a marked tendency to decay into iron shouldthe evil continue to be forced into it, though the presence of blue sapphire will aid the metal in resisting wickedness, and emeralds will weaken the silver ifset in it. Like gold, but to a much weaker degree, silver can provide support for a spell, and also like its yellow cousin, it requires strengthening for physical 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, aquality the pure metal does not seem to have. Quite a few spells utilize the innate goodness of silver to strike out at evil, generally this does not harm themetal in the least.

    CopperThe red cousin of gold and silver, copper is the weakest of the triad metaphysically. Unlike the other two, copper cannot be used to support spells outside itsown properties, nor does it have any inherent purity or alignment. What it does

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    have is an affinity for battle, specifically for the defense of the bearer against attackers. Copper has an unfortunate tendency to ground holy and unholy energies, it is very hard to get such forces to remain in it for long, and it readilyconverts holy/unholy water to normal water if stored in copper vessels. Like silver, copper is not physically strong enough to be used pure in armor, needing strengthening. Attempting to make magical weaponry from pure copper is almost certain to fail, though copper sheathing or plating over another metal works quitewell when enchanting by priestly methods, as the red metal renders the item mystically acceptable for purposes of the faith despite likewise negating any blessed/cursed status the cleric may wish to bestow.

    BrassAn alloy of copper and zinc, brass exhibits metaphysical properties quite unlikeeither of the metals composing it. Brass is exceptionally receptive to unholy or evil forces, in a cosmic sense it is the dark reflection of silver. Attempts to force goodness upon brass will be resisted, the metal will decay into iron rust if overwhelmed. Emerald aids brass' powers, blue sapphire weakens it. Unlike silver, brass is worthless for bypassing defenses based on related forces. Brasshas no magical bonus normally, but with regard to fire and dragon magic it willact as if it had a +5% bonus available to convert. Unenchanted brass corrodes swiftly at the touch from any part of a unicorn, permanently enchanted brass willnot, enchanted brass with charges or a heka/mana reservoir is drained of some stored 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 acomplete waste of time, the resulting fluid will mildly taint items with demonic energies if they are doused in it, but so weakly that confining an imp withinthe item would provide greater evil.

    IronMystically the mirror image of copper in several regards, iron is the metal of offense. Unfortunately, unenchanted iron has some anti-magical properties, its presence especially disturbing faerie spells and illusions. Once magically awakened (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 be 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 anyinnate bonus, but will support offensive powers as well as gold, defensive qualities require more work on the part of the enchanter. Many alloys containing ironwill retain its qualities over those of most other metals, it exhibits a kind of dominance, though alchemical theory states that this is not dominance, ratherthat it is the imperfect nature of iron debasing the intrinsic powers of the finer material. Iron ores are utilized as the earthen base for making most of the elemental metals despite this supposed "imperfect" nature.

    TinNot a very good metal for most magic, tin's primary use is in making the alchemical 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, provides luck in gambling and income (+5% for this one purpose, +10% if set with pyrite and enchanted together with any sort of blessing), and may be used as the setting with amethyst, opal, or jade as it resonates with them.

    LeadHeavy, soft, and resistant to magic, lead is not used much except as a defense against scrying or teleportation. Occasionally an alchemist will make an essencefrom it, but not often. Despite endless tales to the contrary, few alchemists tr

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    y to turn lead to gold. Like iron, lead can be awakened in large quantities. Under some conditions, lead can extend the duration of spells or shield them from anti-magical environments.

    PlatinumStrong, nearly immune to acids, and silvery, platinum is used in small amounts in a wide variety of magics, being the sole mundane metal which is a better magical activator and supporter of spells than gold is. Like gold and silver, platinum should be awakened to utilize it to the fullest extent. The major alchemical essence of platinum, True Platinum, is among the valued of these fluids, as it isable to make spells permanent and supply never-ending magical potency to otheringredients when fashioning magical devices.

    Quicksilver (Mercury)A heavy, gleaming liquid metal, quicksilver is a slow-acting poison, care shouldbe taken in handling it and its' fumes. Absolutely useless for fashioning itemsfrom, quicksilver can be combined with other metals for some magical uses, suchas certain talismans needing its resonance. Used in magic, quicksilver excels at reversing standard effects, laying curses, and changing constructive forces todestructive ones. Small amounts of the stuff are used in making all of the alchemical essences, as it is needed for conversion of alchemic solution into an acid, which then is made into the alchahest used to distill essences. The alchemica

    l essence of quicksilver, Variable Mercury, normally appears as fine red grainsand is able to transmute iron into silver, some claim it can also be used to convert 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 componentof most polymorphing spells or similar extreme alterations.

    OrichalcumA 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 notbe a substance at all, but rather an embodiment of some magical force at presentunidentified. Like gold and platinum, it is impervious to corrosion and support

    s spells very well, though no awakening is needed.

    MithrilBest 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 toiron if evil enchantments overwhelm its innate goodness.

    YaddrakkA naturally occurring metal, ebon in hue, which is 25% harder than normal iron yet 15% lighter. It and the black steel made from it (called Yaddrann) have the property 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 to broken items of this metal, and fragments of previously enchanted items may retain some magical functions. Disenchanting items of yaddrakk or yaddrann is almost impossible without divine aid. Weapons and armor made from are innately +5% (yaddrakk) or +10% (yaddrann) magical objects.

    SilbonyThis artificial metal was invented by the titan race (who call it Saerai), and possesses great power against the undead. Weaponry made from it has a magical +15

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    % bonus and can affect any type of being, even those who are immune to magic ormetal. The merest touch of silbony automatically disrupts the lesser undead, andhorribly 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 resembling silver in many ways.

    AurebonyThis metal is as strong as good bronze but as heavy as gold. Any contact with aurebony 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 tothe power of the greatest gods (although the wearer gains no such protection, and phoenix fire/utterflame can ignore the immunity just as it ignores most otherforms of fire resistance). Again, this is a black metal, naturally occuring in only a few places.

    EthrilOne of the rarest of the mystic ebon metals, Ethril is as light as willow wood and can float. It is as strong as fine nickel steel and totally unaffected by anydegree of cold (wearer is not protected). All items crafted from it have an innate +25% bonus in _addition_ to any enchanted bonuses, this benefit is not convertible into other powers. This black mithril is known to be toxic to all elvenkind, 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. ofpoison damage with no possibility of resistance and no natural healing. Of course, elves hate those who use it. As an interesting note on the toxic effects, orcs are also affected by the poison, although to a lesser degree. Ethril has one final property, it is a potent non-conductor of psychic emanations, blocking them. A simple headband of ethril can thus give considerable defense against mentalattacks, although likewise hindering any mental powers of the wearer. In the oldest elven legends, ethril was called "Eliadolyn" or Kiss of Death.

    AdamonyAdamony is to adamantium as yaddrakk is to iron, a higher-powered state of the same 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 mentioned in legends of the mortal races (others are mentioned in legends of immortal races on other planes). One is a ring of great power, the other a long athame (ritual dagger). Should armor or weapons ever be forged from adamony, they would have a base bonus of at least +35% in all ways. Adamony itself is indestructible by any known means (from a supernova to alchahest to the Numious NothingnessConjuration) 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 into the metal.

    BlachalcumAlso 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 sentience as well! Anything made from it has a +30% bonus at the bare minimum, as well as a +50% bonus to resisting magic (including being enchanted). In all otherways it seems to be like normal orichalcum. Even mythic references to this metal are few and far between, anyone re-discovering the process of making it couldquite possibly bargain for divine ascension in exchange for the secret.

    CadriumThis dense, heavy, reddish-brown metal is almost never seen by anyone save dwarv

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    es. This is because no vein comes within a mile of the surface on any world it occurs on. With 90% of the weight of gold, and being about as hard as pig iron, cadrium has only one great property, that it can withstand tremendous heat without transmitting it through itself. A one inch thick piece could withstand an acetylene torch indefinitely without the other side even becoming warm. Anything below 10,000 degrees would be held at bay like this. Past that point, the far sideof the metal would only get to 1/6th as hot as the side being heated, until it begins to melt at 11,820 degrees. It boils at 13,000 degrees. Its value these days is about 6,850 times that of gold.

    StellaineThis silvery-blue metal weighs about 2/3rds as much as high steel, but is some 4times 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 to the High Elves who live in the Heaven Wall Mountains. While a great many weapons and armor have been made from it, 98% are still in High Elven hands, the resthaving been lost or destroyed in situations of peril. It is never given to "lesser races" and almost never even to other types of elves. It has the gift of being able to affect/strike any being which is not immune to metal, it has a non-magical bonus of +5%, and weapons of it are "of sharpness" just on general principles.

    Rosantium

    This pale, rose-colored metal is so rare as to have been seen only eleven timesin the past 17,000 years in all of the mortal realms. Note also that it has never been seen in any amount larger than a 7" bladed dagger, either. It has the heat resistance of the finest bronze, tensile properties like titanium, weight justunder that of aluminum, and one special property. For each hour exposed to direct sunlight, it will glow at half sunlight intensity for 20 minutes. Rosantium also refuses to conduct electricity, but can still be damaged by it.

    SarabandiumA greyish-white metal, neither rare nor common, it is close to aluminum in strength 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 burned. However, there are only three ways in which it can be ignited. First, natural heat of 5,000 degrees or more may do so. Second, arcane heat doing at least 60hp. of damage. Third, any electrical shock exceeding 55 h.p. of damage. Once lit, it will consume a 1" diameter rod of itself at a rate of 1" length per 30 seconds. 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 1-20 hp. of damage per second of contact, less 1 h.p. per 1" from the flame.

    BrozahriumA brass-hued metal of similar properties to copper except for being 20% better at 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.

    VartiumA shiny metal of a peculiar blue-green hue, vartium is quite rare, but when a deposit is found it is invariably a large one (minimum of 14 tons of metal if allthe ore is refined). For all non-magical uses, vartium is close to a good nickelsteel in its tensile and heat-related properties. Magically, it has a bonus of60% for all purposes involving resisting magic, even against those effects which

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    are designed to overcome anti-magic (it isn't anti-magical, just very hard to affect). Orcish legends indicate that an alloy of mithril and vartium can be madewhich has properties very close to those of adamantium.

    KyrradPossibly the most powerful metal that mortal hands can make, the secrets of forming this sapphire blue alloy have been discovered only twice in the known history of the multiverse. So powerful is it, that a single, unenchanted bastard swordmade entirely of Kyrrad is said to have slain a godling in a single blow, splitting asunder his enchanted adamantium armor. Kyrrad is, according to several legends half of a million years in age, an alchemically formed alloy of ethril, orichalcum, and a nameless metal (of a translucent ruby hue) which fell blazing from the sky. It took 13 years just to _make_ enough of the alloy for that one sword, with no metal left over. Whenever any of the shattered pieces of the Sword have re-appeared, extraordinary events have surrounded whatever device is craftedfrom it. So far as is known, not even a greater god can truly destroy Kyrrad, only 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 workas titanite). For game purposes, anything made of Kyrrad should have an irreducible minimum bonus of +35%, no matter what curses are applied, no matter how badthe craftsmanship. It can effortlessly sustain unlimited spells provided no single enchantment exceeds this +35% power. If successfully enchanted (it can be done by mortals, barely), an Kyrrad weapon of great worksmanship could very possib

    ly have combat bonuses exceeding +300%! It is believed that, since the multiverse came into being, only enough Kyrrad has ever been made for a pair of two-handed swords at most. Kyrrad's value is beyond price, as even a short piece of wirecould be used to form a rune empowering a mighty device.

    TruecopperThe refined, concentrated essence of copper, truecopper drains mana (spell points, PP, etc.) from anything in contact with it at a rate of two units of mana perminute per tenth pound of truecopper present. Under no circumstances should this metal be mistaken for the alchemical True Copper, which is a stabilized, fluidform of the essence of copper, unlike this solid, metaphysically reactive formof 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 truecopper takes 100 pounds of normal copper to make, requires a spellcaster of at leastthe 15th level who is also a master of metallurgy, and the spellcaster must resta full day after making it due to the strain on his spirit. Most who attempt tomake truecopper are actually rendered unconscious by this strain, leaving onlythose of the strongest spirit to succeed.

    TruesilverA refined, concentrated, and reactive form of the essence of silver, truesilveris a thick metallic fluid valued at 3 to 5 silver coins per _drop_. Again, nevermistake it for the alchemical True Silver, a fluid essence of silver useful inenchanting 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 permanent magical devices, especially those in which a portion of the spirit or magical potential of the maker must be sacrificed in the making. A few drops of truesilver can be substituted for each unit of sacrifice normally required, making such items available without harming any living thing. Truesilver cannot be used tomake potions or other consumables, and it just isn't powerful enough to be substituted in those magics which call for Primal forces, such as divine-level powers. Truesilver can be refined by an enchanter of at least the 5th level, whose skills in metallurgy are considerable. It takes an hour and 1/25th pound of silverto make each drop (individually!).

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    TrueleadAgain a reactive essence, truelead is no more dangerous then normal lead. It isa somewhat heavier metal than lead, but otherwise much like it. Its main magicalproperty is that for every ten pounds of it incorporated into something, that thing gains one "unit" of magical resistance. It is also used in making several magical alloys. Thankfully, it cannot be mistaken for the alchemical True Lead, aviolet liquid of somewhat greater resistive powers. The rituals of making truelead are harder than those for truesilver, but not as difficult as those for truecopper, and there is no danger to the enchanter.

    Silvered SteelAn alloy of silver, steel, and magic, silvered steel enhances some combat magicswhen they are cast on it (most notably Warlock spells), and a physical weapon of silvered steel can harm (with full damage) those things which can only be affected by spiritual attacks. The requirements for making a pound of silvered steelinclude: a pound of normal steel, 1/5th of a pound of silver, a forge 6 times as hot as is needed for melting steel, metallurgy skill equal to what is needed for 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 weightof 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/magicalpotential, which in this case cannot be substituted for unless the maker is atleast a demigod.

    Blood MetalA dreadful alloy, anything of blood metal is innately poisonous. Thankfully, itis not very durable, being only equal to iron physically. Fumbled attempts to enchant blood metal often kill the one who attempted it. Cuts from blood metal will each inflict 2 h.p. of damage every 20 seconds for several minutes. Other thanthe poison, blood metal is mundane, exhibiting no magical modifiers or other pr

    operties. Thankfully, making it is harder and more dangerous than making truecopper, requiring great skills in metallurgy, spells, and in alchemical poisons.

    Gods CopperLooking like copper, this metal is extremely rare, its origin unknown. Never knowingly wasted in weapons, gods copper armor completely blocks any critical hit which would normally affect the area it covers. Items made of it can withstand twice as much damage as normal before being harmed, and it bestows considerable magic resistance (reduce attacking magic by one level per 8 pounds or so of gods copper, more if enchanted or blessed).

    Black Titanium

    As hard as diamond, this black metal is immune to magnetism, and can be inducedto resist psionics and earthpower if the user projects a tiny (1/4th of a pointof constitution) amount of their life force into the metal. The resistance starts at 50% and can be boosted up to 75% with additional life force (1 con point per 5%). However, this resistance lasts but three seconds per activation. The expended life force is completely restored by a good sleep. Weapons of softer materials do only 1/10th of their normal damage (1 10th of protection) against black titanium, although magical fires affect it rather easily, as it melts at 3,987 degrees. Black titanium is artificial in origin, not requiring any excessive skill

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    s or power to make if the materials and formula are available.

    Forgotten SteelDespite the name, there is no iron in this strange, misty silver metal. It accepts enchantment as if it were made to be enchanted, can fire a beam of magical force up to 100 feet if someone projects a point of their constitution into it (beam does about 1d10 damage per con point), and can double the effectiveness (butno more than double) of magic and mutational energy focused through it. The amount of metal needed for either the beam or the doubling is equal to a wand 1 footlong and 1/2 inch in diameter. For all physical purposes, forgotten steel reacts the same as normal steel. For chemical purposes, it reacts in ways that do notresemble any other metal.

    GravaniumFound in the same ores as forgotten steel, gravanium has negative weight. A 1" cube of it can lift 2.95 pounds. In appearance, it is a blue metal as strong as steel, which melts at a mere 620 degrees (on the same scale, aluminum melts at 660 degrees).

    HadrathiumThis 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 toelectricity, hadrathium is poisonous to all dragons, drakes, and hydras. A cut from it does 10 h.p. per 3 seconds it is in contact with their bloodstream, and they must withstand a metabolic shock or fall unconscious for at least an hour. Melting at 6,786 degrees, a one inch cube of this light metal can withstand over50,000 pounds of pressure before deforming. Hadrathium has 2 10ths of protection.

    Hell IronAnother exceedingly rare metal (these days at least), Hell Iron is normal iron,when on its native plane. Anywhere else, and it develops devastating powers. Itignores 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 soul, storing one soul per pound of Hell Iron in the weapon. When it contains souls, it is sheathed in red flames. Breaking the metal can release the souls, if the piece is too small to hold as many souls as it has in it. Physically, Hell Iron is much stronger than normal iron, but still weaker than normal titanium in most ways except its heat resistance (it melts at 9,100 degrees). Hell Iron has no 10ths, but ignores all 10ths of the target.

    PelleumThis excruciatingly heavy metal (almost 4 pounds per cubic inch) can only be made by a master alchemist possessed by a greater earth elemental, or by divine powers. 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 who made it can, whenever possessed by a greater earth elemental, reshape the pelleum he made at will with a touch. Otherwise, arcane means must be found to workit. Pelleum has 3 10ths.

    Power IronSeeming to be normal iron in all ways, power iron is utterly immune to being detected as such or located in any supernatural way. However, should someone project even one point of constitution into the metal, it gives itself away by vibrati

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    ng gently as it absorbs the life force. Each ounce of power iron can store 1 point 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 init. Power iron is so rare that it makes Hell Iron, Shadarkeem Metal, and Adamonyseem common in comparison.

    Shadarkeem MetalClose to Kyrrad in power, this dreaded material has NO melting point and cannotbe vaporized or disintegrated, although in all other ways it resembles extra-strong iron. It actually is normal iron, except that it originates on the dread plane Shadarkeem, where gods become as mortals, and those who are normally mortal cease as if they had never been. It can absorb and nullify practically any powerexcept those based on Venderant Nalaberong (V.N.), the language of the making ofthe multiverse. Its most feared power resembles the soul stealing ability of Hell Iron, save that Shadarkeem Metal can only steal the souls of immortals and gods, and the merest touch imprisons them physically within. Just being within 1 foot per pound of Shadarkeem Metal causes immortals and gods to collapse, comatose until it is removed or 5 minutes have passed, at which time they _die_, theiressences drawn into the metal. Titanite is known to block this effect, and somelegends indicate yaddrakk may bestow some protection as well. No one has yet succeeded in bringing a piece of this metal near a Drelth (a level of beings as farabove the gods as greater gods are above rocks), but it is suspected that theymay also be subject to this horror, although they would certainly be able to use

    V.N. against it.

    TitaniteThis, physically (but not magically) the strongest of the metals known even to the gods, possesses 5 10thes, infinite h.p., and may only be melted ONCE, after which it cools to be invulnerable to below the power of V.N. or Primal (divine power). Even Hell Iron can't affect this stuff. A radiant golden hue, titanite oreis found only on certain airless planes.

    AdamantThis 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 hardest of the commonly known magical metals, pure adamant is capable of slicing through most other metals as if through air, but a stout blow from almost anythingwill break it. Too brittle to be used for weapons and armor by itself, adamantis usually used in experimentation (seeking to develop alloys better than adamantine 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 being the surefire way to identify this metal. Adamant itself appears to be invulnerable to fire and heat, complex alchemical treatments are needed to work it. Itexhibits some resistance (or tolerance?) of cold, electricity, acids, and attempts to disintegrate it.

    Adamantine

    An alloy of adamant, electrum, steel, and mithril, adamantine is fully as hard as adamant yet possessing a rugged durability making it almost unable to be cracked, much less shattered as adamant may be. Black in hue, but possessing a greensheen which turns to purple-white under most magical radiances, adamantine can rarely be mistaken for any other metal. Unlike adamant, it can be affected by fire & heat, although the temperatures needed to work it are excruciatingly high and it is tricky to work with at best, requiring special oils to slake and temperthe metal properly. Very receptive to enchantment, enchanter spells cast upon ittend to be 10% more effective than normal. One thing frightens mages about adam

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    antine, there are at least 4 recipes for it from completely unrelated metals (the combination above is considered "true adamantine"), hinting that it, like orichalcum, is a metametal rather than a specific magical substance.

    ArandurThis metal is a secret of the gnomish races, who alone hold the knowledge how towork it to fashion useful items. The ore from which it is made occurs as streaks of blue-green within obsidian. If worked improperly, the resulting metal is asbrittle as the obsidian it is found in, but the gnomes have found that tempering the metal in the blood of a lightning-breathing dragon while it is being forged prevents it from becoming brittle. Unflawed arandur is silver-blue, reflections in it have a greenish cast. Arandur bonds so well with other metals that no melding spells are needed when enchanting it, and is renowned for holding a sharpedge even when abused, although it lacks any innate bonuses. It also partially absorbs magic missile-type energy pulses, someone wielding or wearing an item made of arandur suffers slightly less damage per magic missile or related pulse that strikes them.

    DarksteelAn alloy of unknown origin and composition, darksteel was invented by the Ironstar clan, now believed to be extinct. While it is unheard of for new darksteel tobe 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, merely a bit lighter, but when coated with certain oils (whose formulas are extremely obscure these days) and heated in even a small fire, the coated metal becomes molten and may be re-cast. Remarkably, darksteel re-cast or reforged in this fashion retains all existing enchantments unless they require a specific shape orsymbol, and most come through even unchanged. Moreover, it takes new enchantments readily even if already heavily laden with dweomers. Finally, it absorbs allelectricity touching it, refusing to conduct it nor be harmed by it. Darksteel is silvery in hue when polished or cut, but exposed surfaces have a deep purple luster.

    Dlarun

    A bone-white metal that can be mistaken for ivory from a distance, dlarun is a little-known metal made by the halflings, who take care to keep word of it as inaccurate as possible. Derived from roasting clay gathered from certain riverbanks, dlarun is gathered as white chips among the ash which are then melted down ina crucible filled with a secret mixture of liquids. When this mess is cooled, itresults in a lump of soft, soaplike metal that can easily be carved with any sharp object, whether knife or claw. Once carved as desired, the metal is again heated, this time in open flames fueled with certain secret materials, transforming it into a lightweight, rigid metal which has but one magical property: it steadies the mind of any being in direct contact with it, helping them withstand mental 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 belowthe surface. Its preparation is very complex, should even a single element of the process be left out or bungled it remains mud rather than becoming useable metal. If successfully transformed into metal, hizagkuur must be cast, worked, or forged within _one day_ of the transformation and thereafter can never be reworked. If left untouched for that day, the metal becomes inert and may never be worked (although direct divine intervention can return it to the workable state, nomortal magic is capable of this). Hizagkuur is unsuitable for use in items to be

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    TaurithA naturally occurring alloy of arinyark, found in useable form near deposits ofarinyark, taurith is silver-blue in color. It is usually worked cold, as meltingor softening it with heat destroys several valuable properties. These properties 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 beenchanted as easily as electrium provided the enchantments are mage-derived (unlike electrium, which accepts priestly and psionic enchantment as readily as wizardly and alchemical ones).

    IthildinA soft, shiny silver-hued metal, ithildin is an alloy of mithril, though only the elven smiths know what else is in it. Used almost exclusively for inlay and decoration, ithildin appears dull and lusterless by day or in sunlight, often allbut invisible against surrounding metals. Under the moon or stars, it regains its silvery brilliance and shimmers with a fine white light. It may be the material that the dwarves use to write moon-letters, enchanted script which can only beread under a moon of the same phase and day of the year it was written.

    IrbyniteThe elemental metal of aether, irbynite is naturally invisible. Working it requi

    res a forge fueled by burning undead creatures (skeletons, mummies, and zombieswill not do, more strongly negative entities are required), likewise the major tools should be well-imbued with undead essences and the item should be quenchedin living flesh. Actually making the metal generally requires a lich and a largesupply of rust long buried under a blood-drenched, frequently used battlefield,plus a master alchemist to distill them. Irbynite has from +15% to 20% magicalbonus, but it can only be used to power magics of invisibility, yin necromancy,or those which duplicate ghostly powers.

    PeraltoidThe elemental metal of air, this transparent grey metal is very light, but rather 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 powering animating spells and some wind magics. Peraltoid is the key material used in fashioning dancing weapons and can substitute for the mix of alchemical essences otherwise needed to animate constructs such as golems and suits of armor, though unlike the essences such constructs won't have a life force or respond to spoken commands. Members of Clan Borguunaar make this metal with ease, utilizing their hereditary soulbinding powers to smelt down air and earth elementals, othergroups have to laboriously blend the two elements via a variety of methods.

    LysaughtonChaos in metallic form, lysaughton is frighteningly difficult to work due to theconstant changes it undergoes. Generally white, lysaughton may exhibit pastel f

    orms of any color at random times. Forges used in reworking bits of broken metalare most often fueled with dung from demons and shapeshifters, augmented with broken wands, a variety of powdered gemstones, and large outpourings of magical energy via uncontrolled alteration and/or illusion spells. As weapons or armor, lysaughton constantly shifts between different designs of the same general shape.No formula exists in mortal hands for making this metal, the primary source issomewhere in the demon realms.

    Eog

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    Another immensely hard metal, eog has the peculiarity of needing intense cold tosoften enough to be worked as well as fire such as may be found in the hearts of efreet lords or the burning blood of a lesser phoenix. Several colors of eog are known, all slight variations on the basic formula of mithril, durang (titanium), the soulbound essence of a glacier or major ice spirit, and several secret ingredients. Eog possesses terrifying magical potential, some samples have been known 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 freezingthe spells in place. However, eog has another power, one that makes it dreadfully hard to enchant... it dispels magic constantly in the region around it, the enchanter must overcome this as well as enchanting the stuff. Some evidence existsthat eog is not as effective in nullifying divinely derived magic as it is at quenching wizardly magic into oblivion.

    McgrailUtterly black, mcgrail items leave a trail of moderately short-lived shadows behind them as they move. Weapons forged of mcgrail shed darkness to hide the wielder, armor made of it enables the wearer to blend into shadows or even step intothe shadow of the world itself to come forth from a lesser shadow elsewhere. Making this elemental metal requires ore that has never seen the sun, moon, or growingplants/animals. It may see fire, but not spells that produce heatless light. Theprocess 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 inherently black. Often the spark that starts the fire is itself struck with an older piece of mcgrail.

    DavistoneNot truly a metal, davistone is classified as one of the elemental metals due tohow it is made. This brownish-grey stuff can be worked like a metal, but greatcare is needed since it really isn't very malleable. Its primary power is that of barrier breaking, weapons of davistone can often sunder armor and bring down many sorts of wall spells. Davistone armor, while heavy and uncomfortable, permits the wearer to pass through many kinds of protection spells and magical diagrams unaffected. Unlike other elemental metals, no special forges are needed to wor

    k it.

    PlatniteMade through fusing lightning spirits with earth spirits, platnite is a blue-white elemental metal primarily used in weaponry, as it can pass through most othermetals as if they did not exist.

    JavedniteThough an elemental metal, no one is quite sure just which element javednite isrelated to. Like the earthborn davistone, it breaks things, but unlike davistonejavednite'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 protect the wearer's bones from damage or permit freedom of action despite brokenbones. Some priests have had success fashioning holy symbols from this metal, they appear to be exceedingly effective when turning skeletal undead.

    CatoetineThe heat-based counterpart of eog, catoetine is not nearly as effective for holding spells. This shimmering metal bestows quickness, weapons made of it can be swung faster/more often, boots made utilizing it permit faster running, etc. Its

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    power is solely over physical speed, don't try to use it to increase the speed of thought, you'll literally cook your brain.

    ElrodniteAnother elemental metal, elrodnite almost exactly resembles mundane zinc, save for the cold mist near-perpetually swirling in the air around it. While not nearly as magically potent as its cousin eog, elrodnite can still hold moderately powerful spells via the same freezing effect. Most gear made from elrodnite is enchanted to utilize the mist defensively, surrounding the bearer and obscuring hislocation, though some fashion wands of frost from it.

    InniculmoidThe metal of force, inniculmoid is quite hard to make as spirits of 'force' areall but unknown, unlike the number of 'force' spells known to mages. When this elemental metal is available, it is most often crafted into hammers, anvils, andsimilar tools to take advantage of its ability to generate and harmlessly absorbtremendous concussion blasts, a quality which smiths who work with enchanted materials greatly prize. A handful of inniculmoid shields are reputed to exist, noone 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 relatively common as elemental metals go, though generally loathed by sun-priests andothers who revere light. Boernerine items continually shed a magical radiance,different batches seem to have different potencies.

    NeuroliteBlack yet white, cold yet hot, neurolite is a paradox. Nearly impossible to workwithout repeatedly destroying your tools, this metal shreds other materials asif strongly acidic, yet without causing any dissolving or changes to the other substance. It has been observed that things encased in neurolite do not decay orspoil, the metal seems to hold things in stasis. Some sages believe that the stasis 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 the stasis effect.

    WetzniteMade from stolen pieces of the energies which form planar boundaries, fused withundead earth elemental material, wetznite is rarely seen or heard of. It has the property of distance, permitting effects such as daggers which can slash the air and the wound appears on someone the wielder is staring at across the room. Irbynite armor can completely block such an attack if it was aimed at the protected part of the body, as can wetznite items in combination with appropriate defensive auras.

    FabrinineAlso called the metal of mortality, this elemental metal has all of the primaryelements in it in perfect balance. A fabrinine item will bond to the first person who uses it, when that person dies the metal dies with them unless the item isitself ensouled. By touch and will, the owner may cause a bonded item to mergewith his soul or come forth again. When it is within the owner's soul or physically on their person, the bond grants some protection from death magic and critical blows.

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    SevenrilOutlawed in all but the most evil lands, or reserved for the sole use of the royal line, sevenril is the elemental metal of spirit itself. Physically weak, sevenril's power lies with the mind and heart, permitting command of others and drawing them into friendship with the bearer. Good rulers may utilize sevenril linedcrowns to bring cheer and friendship, tyrants may use it in weapons such as theinfamous Mindsword.

    EonmiteNo known method of making this elemental metal is available, it is considered atheoretical possibility. Eonmite is the metal of time, believed to be able to prevent aging or vampirically steal youth.

    MabrilUsually the result of failed attempts to make fabrinine, mabril contains all ofthe primary elements in an imbalanced combination. It is known for having an anesthetic effect, wounds inflicted with mabril blades don't hurt at all and may betotally 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 made from. Parrot-like, it can be alchemically taught to repeat certain sounds under certain conditions. Making raysorite usually involves several hundred assistants such as opera singers, harpies, sirens, etc., may of whom will lose their voices in the process.

    BolustureThe elemental metal of water, bolusture has no power on land or in flight, but under the waves it gains magical strength, bolusture armor may permit the wearerto breath water and move freely, weapons crafted from it both act as freely as if on land and multiply the effectiveness of the wielder's combat skills.

    AntineOften mistaken for peraltoid, antine is a related metal that is prone to returnto places it just left. Missile weapons made of it can be useful or annoying, depending on the craftsmanship and magics involved. It is also used in making items that are hard to get rid of.

    KeronA black, shiny alloy, keron has such a high luster as to appear oiled. It holdsa keen edge, equal to +10% but not magical.

    ArinyarkA blue-green, lustrous metal, arinyark has the ability to absorb and store raw magical energy. Arinyark items can be tapped by mages of most sorts as a source of additional mana/heka. It can also slowly drain energy from kregora, reclaimingwhat was lost. A full suit of armor laminated with arinyark provides a +30% bonus to resisting magic (only).

    Kregora

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    An extremely rarely made alloy of gold, mithril, celebur (uranium), and severalsecret alchemical substances, kregora is too soft and ductile for much use in armor or weapons. However, it is among the most potent of anti-magical substancesknown, applying a +500% bonus towards nullifying magic it is in contact with orencases. Even artifacts may go dormant when wrapped in kregora mesh. Being surrounded by kregora, even as a slender wire around the perimeter of a room, is enough to swiftly sap mana/heka from a mage or banish the majority of elementals anddemons back to their own planes. Alas, unlike gold and mithril, kregora is subject to tarnishing and to acids.

    MagmirA lustrous red metal, magmir is produced solely by alchemical means. It is primarily used for defensive purposes, as it not only withstands and protects from fire, but actually stores a portion (about 10%) of the attacking flame's power within itself. With the right enchantments, magmir can release the flames in various forms, or convert captured energy to heal the wearer.

    IcllingMade via a variant of the process used in making magmir, iclling has the same powers only for cold instead of heat. In appearance, it resembles fine crystal, spontaneously forming facets as the metal is tempered whether the smith wishes them or not.

    VaanumA strange silvery-white metal of unknown origin, vaanum is very difficult to affect with magic. This is not due to any anti-magical or resistive properties, however, the metal is just too alien to our plane. This same alien quality is whatmakes it feared, vaanum weapons are "of Slaying" vs. all mortal life and most immortal life, save only those in whose veins the blood of Borguunaar runs or those who have devoted their existences to corruption. Vaanum screams if brought into contact with any Borguunaar magic or Borguunaar-forged metal, twisting and writhing in attempts to escape. Prolonged contact annihilates the vaanum item utterly, beyond the power of a Wish to bring back or locate.

    OgamurA 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 itideal for springs and devices designed to absorb impact.

    MithrarianDangerous to make, dangerous to be around for long, mithrarian is related to kregora, but rather than draining magic, this alloy drains gravity, permitting weightlessness 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 counterspells that would negate flight or bring things down to earth.

    CinnabrylFound 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. Unfortunately, if worn by someone not under a curse, cinnabryl starts sapping the health ofthe 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, cinnabryl is soft and easily worked. It must be worn against the skin to give full

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    protection, it also only is depleted while defending against curses. The weightof a piece of cinnabryl decreases at a specific rate as it depletes, this allowssages and alchemists to judge how much defensive magic it has left. Should cinnabryl be depleted by a method other than interaction with living flesh and spirit, it crumbles into the silver-red granules known as steel seed. It can also beused to brew the potion called crimson essence, which temporarily bestows a semi-random magical power (and curse) upon the drinker.

    Red SteelHalf the weight of normal steel and just as strong, this crimson metal readily soaks up enchanting spells. It is able to harm beings immune to magical weaponryor 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 attemptson my part to translate them:

    SideriteAlso commonly called Meteorsteel or Skysteel, good for all weapons and armor. Simply made from iron meteorites, but tends to hold enchantment and heat well. Siderite 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 damage scores of a weapon, but gives a +2 bonus to enchanting attempts and +4 to saves and enchanting attempts involving heat or fire.

    VolcanosteelIron made from liquid lava and quenched in hot springs. Volcanosteel is immune to 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 bonus.

    Irridesium

    Irridesium is a hard but resilient metal that appears black with iridescence playing along surfaces that reflect or catch the light. The primary source for irridesium is the kzin manufacturing citadels. Several human metallurgists have recently learned how to rework captured irridesium into new forms, but only the kzinengineers know what goes into the alloy or how to make it. Irridesium is very easy to enchant, giving +4 on any attempts to do so and reducing the enchanting time by 50%. Before magic or exceptional craftsmanship is taken into account, irridesium weapons enjoy a +1 hit and +1 DAM bonus, and cost ten to twenty times the normal price. Greatswords are usually available at only five times the standard price. Irridesium automatically succeeds in saves vs. crushing blow, normal blow, fall, acid, normal fire, electricity, or any sort of rusting or corrosion, magical or not. It receives a +2 save bonus against all other forms of damage.

    True IronGood for weapons. Shiny gray, rustproof. Distilled from iron. Takes 20 lb. ironand 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, $200/lb, availability 25. Saves vs. fall, crushing blow, normal fire, acid, and disintegration at +3. Saves vs. electricity, lightning, cold and magical fire at +2. The best Trobyn Armories weapons are forged from True Iron by loremaster crafters. These blades have +2 hit, +3 DAM from materials andcraftsmanship, and cost ten to twenty times the normal price.

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    True CopperShiny and bright red. Distilled from copper. 12.5 lb copper and 10 hours of master labor for 1 lb. True Copper. Gives +2 DAM, $400/lb whsl, availability 40. LMTrue Copper has +1 hit, +3 DAM, $700/lb, availability 20. Uncommon in the Four Kingdoms, but highly prized in the Japanese Empire. True Copper saves against fall, crushing blow, acid, and normal fire at +2, and against electricity and lightning at +1.

    MithralAlso known as True Silver. Shiny bluish silver, holds polish. Distilled from silver or from mithril ore. Mithral is the lightest and most supple of metals hardenough 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 armors 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. Availabilityof mithral is 60; loremaster mithral is 20. Slight magic resistant properties, but takes enchantment readily if properly prepared. Wearers of mithral armor gaina +1 saving throw bonus or lessening of damage done by the magic by 1 point perdie, whichever is more favorable to the mithral wearer.

    True Gold

    Also called Novagold. Shiny yellow gold. Holds polish. Distilled from gold. 7 lbgold and 200 hr LM labor for 1 lb True Gold. True Gold has properties that makeit 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/lb. The formula for True Gold is not widely known, and thus True Gold is generally unavailable. Strong magic resistant properties.

    Iron AbsoluteCommonly called Mold Metal. Toughest of all known materials;has an effectively infinite Break Threshold and toughness value. An object of Iron Absolute must bemade 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 them to easily mold the metal to any desired form for a few minutes. Quality of product is appropriate to the molder's rank in the craft required to make the item being molded. Iron Absolute is rough and dark gray in color. Distilled from True Iron. 16 lb. True Iron and 15 hr LM labor to make 1 lb Iron Absolute. Iron Absolute weapons ignore up to 10 points of protective armor, striking even a knight in full plate armor as if he were unarmored, +2 hit, +5 DAM, $2500/lb, availability 10. The molding potion is a very difficult Alchemical creation, requiringthe 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 the wielder's hand. Despite this major disadvantage, it has a lot of value for technomancers. It also seems to hold powers of quickness, and weapons made from Copper Absolute strike at weapon speed 2, as if they were no more than daggers in mass. Distilled from True Copper, retaining and deepening its ruddy color. 14 lbTrue Copper and 40 hr LM labor to make 1 lb Copper Absolute. Weapons are +1 hit,+3 DAM, $8000/lb, availability 10.

    Silver Absolute

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    Sometimes called Local Adamantite, but this metal is not actually an alloy of adamant. Black in color, and shiny. Distilled from True Silver. 7 lb True Silver and 100 hr LM labor for 1 lb Silver Absolute. Weapons have +3 hit, +6 DAM, $20,000/lb. Formula not generally available. Strong magic resistant properties, but takes enchantment readily. Gives a +3 on all enchanting attempts. Saves against all perils at +5. Silver Absolute cannot be polymorphed, disintegrated, or changedin form by any type of magic.

    Gold AbsoluteAlso called Megametal, this alloy was originally discovered in the aftermath ofthe fiery destruction of an evil god in the midst of a vast treasure hoard. Megametal resists all change. Its toughness is the highest rated, equivalent to starship armor. Persons armored in Megametal cannot be struck by ordinary weapons, and suffer only the magical damage bonus from enchanted weapons. Does not conductheat, cold, or electricity. Strong magic resistant properties. Weapons made ofMegametal ignore magical protective pluses of armor and protective spells. Thiswould allow Megametal rifle bullets to penetrate a protection from normal missiles and stoneskin spell combination. 2.6 lb True Gold and 800 hours LM labor to make 1 lb Gold Absolute. +3 hit, +8 DAM, $100,000/lb. Formula not generally available.

    Solarite

    Solarite, or Sun Steel, is what Heinree make their sunswords out of. Must be activated with a solar concentrator, after which it's plasma and can't be revertedto metal. The original conversion doesn't always work; there's about a 50% chance that it'll just evaporate and you'll have to start over. Unactivated Solariteore is mined from rock outcroppings in the hottest deserts, and is extremely rare. The metal extracted from the ore has an exceptionally high toughness and is purely a black-market commodity as the Heinree hunt down any non-male-Heinree whois found to possess it. To make an activated Solarite object, the metal must beshaped (difficult considering its toughness) and subjected to highly concentrated sunlight in a process known only to the Heinree. After activation, the item will cut or melt any material with a natural AC worse than -6, and cannot itselfbe 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 fromSun Steel. Activated Sun Steel is as bright as the surface of the sun. Price subjective, but typically at least $150,000 a pound for worked, activated Sun Steel.

    Soul SteelCuts nonliving material like air, but does not exist for living tissue: it merely passes though living matter like a ghost, inflicting no harm at all. Great foruse against doors and Undead, simply chopping inanimate matter up without resistance, doing effectively infinite damage to whatever it hits. The only exceptionis material that has toughness equal to or higher than that of Soul Steel. +2 hit, +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 Steel can only be created through divine intervention, and it seems to require thetrapping of the soul of an intelligent creature for each pound of metal. Formulais not known, nor has it been discovered how to release the trapped souls fromthe metal, although communication with them (they are almost always wise and benevolent) is possible.

    DemonsteelThis horrible alloy is forged in certain Hells and allowed to enter the real wor

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    ld for the purpose of spreading fear and death. It does continuous damage, screaming and moaning when it touches blood. A piece of Demonsteel stuck in a creature will do full maximum weapon damage every round after it first strikes. Each pound of Demonsteel requires the soul of an intelligent creature to make, but thisis 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. Demonsteel has +4 hit (it likes to seek flesh) and +4 DAM. Fairly commonplace, but outlawed nearly everywhere. Coststypically $6000/lb, availability 25.

    GlowiesteelThis material was only recently distinguished from Megametal, and itsformula is not generally available except to a few exceptionally skilled metallurgists. Its main feature is its absolute resistance to all magic, except divineintervention. It will never be affected in any way by any normal magic or psionics, or that of Terrans or Sorcerors. Won't pass though teleport gates, cannot belocated with magic. Also glows yellow. The source of ore seems to be the bonesof a dead god, mined in a distant and inaccessible land, or possibly from a godisland 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 natural 20, plus is strongly magic resistant, and conveys some magic resistance to anyone holding even a small piece. Exotic Adamantium is brought here from a different plane, where it is created by divine intervention. Extremely rare. Every known piece has a stylized logo on it that seems to be a merger of the letters A and 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 WaterRipples 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 particularly potent metal. No hit or damage bonuses. Made from Ice Crystals, requirin

    g $5000 worth of them and 50hours of LM labor to create 1 pound. $8000/lb wholesale, availability 10. More acuriosity than a practically usefulmaterial.

    DiamondsteelBest of the so-called Mineral Metals, which are commonly known and often used for weapons. Transparent. Diamondsteel is extremely tough and resiliant, +4 hit and +8 DAM, no special properties. Takes 800 hr LM labor and $27,000 worth of diamonds 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 LMlabor and $10,000 worth of emeralds to make 1 lb. $40,000/lb wholesale, availability 20.

    Rubysteel and SapphiresteelThese two tied for third best Mineral Metal. Transparent red and blue respectively. Weapons are +2 hit and +4 DAM. 200 hr LM labor and $8,000 worth of rubies/sapphires to make 1 lb. $20,000/lb wholesale, availability 20.

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    GreensteelFourth Mineral Metal, but possibly the most beautiful. Looks like normal jade shot with veins of silver. Surprisingly tough, +1 hit and +2 DAM, 25 hr LM labor and $1,000 worth of purest greenstone jadeite to make 1 lb. $2500/lb wholesale, availability 25.

    Adamant (2)Adamant is a moderately hard black metal that is usually found in a bright blueore near areas where vulcanism is common and mana is dense. When forged in an alloy with iron, a very difficult task, 10% Adamant 90% Iron the resulting metal is incredibly strong per unit weight. The section on armor details the typical values for different types of adamant armor. Adamantium steel weapons, if they canbe made, do +50% more added damage and have +50% break. They also have 25% lessdelay, to a minimum of -1. Magic items made with pure adamant that have more than half their mana spent on earth or water magic gain only need 7% of the mana/experience spent they would otherwise need.

    MagnesiumMagnesium is a light strong metal, quite hard to refine, that can be ignited bywhite 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 thatcan be forged by adding trace amounts of zinc and tin into a very hard somewhatlight metal that can accept mana and enchantment abnormally well. Mithril armoris detailed in the section on armor. Mithril weapons get +30% more added damageand +30% break as well at 10% off their weapons speed. Magic items made with pure mithril that have more than half their mana spent on spirit or air magic onlyneed 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 ofmagic or mana. It does not make good alloys for armor and arms, being too brittle, but is extremely friendly to elemental magic, especially fire magic and is often used to make magic items. Magic items made with pure orchallium that have more than half their mana spent on void or fire magic only need 60% of the mana/experience spent they would otherwise need. Other elemental areas require only 80%of mana/experience in the same fashion.

    TarnrillTarnrill 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 beneath mass graves or near where acts of necromancy took place. Tarnrill has the bizarre property that at least moderately bright sunlight causes it to burst into flames. Burning tarnrill does 8d6 per round and takes a long time to finish burning emitting smoke that acts as intensity two speed VI poison. Water will put outthe fire only if sunlight is not also present. Tarnrill alloyed with iron makesa jet black alloy that is similar in strength to Mithril. This alloy will do amaximum of 6d6 and can be put out by immersion though as soon as it is out of water it will burn again when sublight is present. Tarnril weapons get +30% to their damage bonus and break and 10% off their weapons speed. Tarnrill is friendly

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    to necromancy and shadow lore. Magic items made from pure tarnrill that have atleast 50% of their spells in these two areas need only 60% or the mana they would 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 maystill use it when wielding a tarnrill weapon.

    TsargoTsargo is a jet black metal found deep in the earth in a transparent crystallineore. The refinement techniques are known to very few and are said to involve pure water, actinic flame, and lightning. Tsargo reacts with magic in a violent fashion. It is far to rare to be made into armor even in alloys save as a trace element. Tsargo in its pure form is unstable and explodes violently in the presence of spellcasting (d100's or damage over a large area). Tsargo alloys have a number of bizarre properties.

    Adamant/TsargoDifficulty: -120.An alloy of 25% adamant and 75% tsargo forms a matte black metal capable of absorbing potions, poisons, and fluids as described in the spell Absorption in metalalchemistry. A daggerweight of the metal can absorb three vials worth of fluidand the fluid is released as in the spell Absorb. If different fluids are absorbed 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 and 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 living creature then any spell directed at the creature, other than elemental magic 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 thesave 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% tsargocreates a lustrous and shiny black metal that makes translation into the spiritplane easier. In contact with the skin and in amounts greater than 20 grams itgrants the skill Spiritual Awareness at the base level or adds two ranks to theskill of a spiritually aware creature.

    Copper/TsargoDifficulty: -30.An alloy of copper with at least 3% but no more than 5% tsargo forms a bluish metal that emits a small amount of electrical current all the time, in proportionto its velocity. When thrown or used as a bludgeon the metal delivers a shock ofd6 per 10 over the hit roll was to a maximum of whichever is smallest: 18d6, d6per gram, d6 per inch thrown for a missile. When delivered as an arrowhead or other high speed missile it does at most 18d6, 4d6+d6 per inch traveled, or d6 per gram. For every die over 8d6 a sample of this metal does there is a chance of3% it will transform back into copper oxide and Tsargo ore. An alloy of copper and tsargo with 5%-10% Tsargo acts like the thinner alloy but does magic damage and 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 containment that completely excludes magic it can be moved safely.

    Gold/TsargoDifficulty: -50.An alloy of gold and tsargo with 50% or more tsargo forms a red-gold metal thathas an affinity for enchantment. Magic items with at least half the spells within the enchantment school (illusion, control, vision, mirror) need only 60% of the mana or unspent experience they normally would. Alloys of 5% or more tsargo an

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    d gold have the property that they trigger avarice to an abnormal degree. Any creature even somewhat given to avarice will feel great longing to possess this form of red gold.

    Iron/TsargoDifficulty: -10.An alloy of tsargo and iron with 1-2% Tsargo makes a weapon that learns its wielder's desires and hence gains in ability to hit. Each week that the wielder practices at least 1 DP with a Tsargo/Iron weapon the hit plus increases d3% if he rolls over the current hit plus on 3d10. The hit plus for the wielder of a weaponis a hit minus for anyone else - the weapon is extremely personalized. If the alloy has more than 2% Tsargo then the sword will, in addition to the above property, develop a personality not unlike its wielders and the ability to control its hit plus minus as it sees fit. It is quite likely to start making demands fordecoration, magical runes, and other things. If the Tsargo fraction in the alloypasses 5% then the weapon will detonate for d100 destroying itself when it grows angry. Iron-tsargo alloys are jet black and lustrous.

    Magnesium/TsargoDifficulty: -50.An alloy of 3-5% tsargo and magnesium forms a clear metal with the mechanical properties 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 brightly and hotly. Alloys above 5% burst into flame when illuminated substantially andare sometimes used to ignite plain magnesium.

    Mithril/TsargoDifficulty: -140.An alloy of 25% mithril and 75% tsargo forms a white metal with polychromatic highlights that, when in contact with the skin in amounts greater than 30 grams, grants a magic save versus alchemical potions and essences and versus poisons. Ifthe save is made the substances are rendered inert within or while touching theimbiber. 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 willrecharge +2 mana per hour faster than normal (this makes charged items have a recharge, possibly quite valuable). In addition this metal has an affinity for thaumaturgy and essential alchemistry. Magic items made from this metal that haveat least half their spells in the area of thaumaturgy or essence alchemistry need only 50% or the mana or experience it would normally need. If the fraction oftsargo is too high, more than 55% the metal explodes for 4d100 of damage when mana flows through or near it. If a 50% mithril/tsargo setting is used for mana stones it increases by 100% the mana capacity of the stones. An alloy of 75% mithril and 25% tsargo forms a metal with the color and mechanical properties of freshly polished silver with polychromatic highlights in colors other than red, purple, and orange. In contact with the skin in amounts of 20 grams or more it grants 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 susceptibility to silver or mithril.

    Orchallium/TsargoDifficulty: -120.An alloy of 25% orchallium and 75% tsargo creates a soft, bright red metal thatwill flame whenever someone touching it concentrates and makes a stress save. Ifthey maintain concentration the flame will not burn them. Skin contact with 30or more grams of this metal also gives +6 fire armor. The fire is small doing d6

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    per round and is mostly useful for ignition of fires and the like. An alloy of50% orchallium and 50% tsargo makes a soft orange metal that will liquify fire by touch, as per the fire element spell of the same name. In addition this metalallows a magic item that has only fire element spells in it to recharge at a rate of +1 mana/hour faster than normal. If spells of any other area are in the item it will prevent recharge. An alloy of 75 hard, straw-yellow metal that will release mana from a charged or recharging magic item as fire by touch. The rate ofdrain is one mana per round per 50 grams of metal and each mana point releasedcreates d6 of damage in a burst with a radius equal to the square root of the number of dice. The burst continues until the item in question is drained. Permanent items recharge as recharging items.

    Lead/TsargoDifficulty: -25.An alloy of lead and 3-5% tsargo forms a grey metal with incredible density thatis 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 containercoated with this metal can be used to contain void elementals and the like. Thisalloy drains mana from items contained within it slowly and neither mage not item can recharge when surrounded by it. The substance can be used to shield copper-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 degrees F. Skin contact with 20 grams or more of the metal renders the spirit of a material creature completely invisible to spirits or on the spirit plane. In addition nonliving objects touching this alloy have no spiritual counterparts and cannot be caused to have them. On a roll of -3/die of spiritual damage done this alloy allows a person or object in contact with it to take spirit damage as fire damage. An alloy of 50% platinum and tsargo forms a pale whitish-orange metal thatis liquid at temperatures of -5 centigrade of more. This substance forms an impenetrable 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 kinds of binders. An alloy of 75% platinum and 75% tsargo creates a metal that looks like yellow-orange tinged platinum. This metal is friendly to Ipso Lore and any magic items made from this metal (or substantially incorporating it) that have at least half their mana spent on Ipso Lore require only 75% of the mana theynormally do.

    Silver/TsargoDifficulty: -60.An alloy of silver and tsargo that is 5-15% tsargo forms a metal that gives a lycanthrope touching at least 20 grams of the metal a stress save to control his transformation. The normal stress save prevents involuntary transformation. A str

    ess save at -30 permitstransformation at will. An alloy of silver and tsargo that is at least 20% tsargo forms a white metal that has a great affinity for magic. Magic items made fromthis metal will recharge +1 mana per hour faster than normal (this makes charged items have a slow recharge, possibly quite valuable). This has no useful effect on a permanent item. In addition this metal has an affinity for thaumaturgy and magic items made from this metal that have at least half their spells in the area of thaumaturgy need only 70% of the mana or experience it would normally need. If the fraction of tsargo is too high, more than 30% the metal explodes for 2d100 of damage when mana flows through or near it. If a silver/tsargo setting is

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    used for mana stones it increases by 50% the mana capacity of the stones.

    Tarnrill/TsargoDifficulty: -90.An alloy of 25% tarnrill and 75% tsargo form a greenish black metal that does not have Tarnrill's tendency to burn in sunlight but which rather does d6/round ofnecromantic damage to anyone touching it when exposed to sunlight. This metal has an extreme affinity for necromancy and magic items containing only necromantic spells require only 40% of the mana or unspent experience they would otherwiseneed. In addition this alloy affects sentient undead as tsargo-gold alloy doesmen 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 than burning it does d6 per round of hellfire damage to anyone touching it. Magic items constructed from this alloy containing only demon lore spells require only40% of the mana or unspent experience they would otherwise need. In addition this alloy affects sentient demonic creatures as tsargo-gold alloy does men or dragons. An alloy of 75% tarnrill and 25% tsargo forms a pale yellow metal. This metal bursts into flame in sunlight as does tarnrill. Used in a magic item it allows the magic item to recharge by draining hit points out of a living creature that is damaged with it. For each die of damage done with the magic item the magicitem 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 made of an iron alloy.

    Tin/TsargoDifficulty: -10.An alloy of tin and tsargo in any combination that is at least 10 has roughly the mechanical properties of lead. Application of a large amount of mana in the form of a spell, especially fire magic, will cause the metals to separate. This alloy is often used to store tsargo.

    Zinc/TsargoDifficulty: -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 itscompression. When thrown or used as or in a hand to hand weapon the metal delivers on impact a burst of life energy that applies d6 of life energy per 10 overthe hit roll was to a maximum of whichever is smallest: 18d6, d6 per gram, d6 per inch thrown. If crushed it delivers 2d6 per man weight of compression. The energy does the equivalent of magic damage to undead with no divisor or immunity. If this damage hits a person it heals one hit per three points of damage or one stamina per one point of damage done but requires a shock save at minus damage done or the victim will lose a point of health. If the alloy is more than 12% tsargo it separates spontaneously and violently doing d100 points of magic damage and vaporizing the metal involved. This metal is friendly to the magic of naturallore and magic items made from this metal that have more than half their spellsin natural lore need only 50% unspent experience.

    Earth's BloodDwarven antimony, this metal resembles solid lava, even retaining the intense heat. Flammable items touching it have a 90% chance of catching fire, and living flesh takes 1d10 damage from it per round unless protected by thick gloves or similar safeguards. Weapons forged from it inflict +7 points of fire damage with their blows.

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    Dwarven CopperThis mystical metal holds several healing virtues. An ounce of it, powdered andsprinkled on injuries, protects against infection, even most mystical diseases being forestalled by this treatment if applied early enough. For every 5 full ounces of it touching the skin, a +1 bonus is applied to both Fatigue and Body Point recovery, so long as the contact remains through the entire recovery period. Instruments crafted from it give a +1 roll on the crit die for a chirurgeon usingthem in healing.

    Dwarven ElectrumOne ounce confers increased longevity in the amount of one month for every ten years it is worn against the skin. The more metal worn, the greater the increasein longevity, up to a maximum of 12 ounces, which will increase the lifespan by1 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 GoldHas twice the lifespan-boosting power of Dwarven Electrum, an ounce adding a month of longevity per 5 years worn, with the same 12 ounce limit. Items constructed of it never tarnish and they emit light equal to a candle.

    Dwarven LeadPerishable items placed in a dwarven lead container spoil at 1/4th the normal rate. Every ounce of this metal carried adds +1% to the magic resistance of the bearer.

    Solid QuicksilverThe unique nature of dwarven mercury is that it is actually a solid, though thesurface ripples and flows as if it were water. Items constructed of Solid Quicksilver will float in water, regardless of their weight.

    Miner's Tin

    Dwarven tin radiates exceptional 'luck'. Anyone bearing at least 3 ounces of iton their person may re-roll 01 critical failures again. The number of failures that may thus be avoided in a lunar month (new moon to new moon) equals the totalounces 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 aswell as the original source)

    Produce True Lead and Mercury of LeadEach 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 lead which no spell (even those of named spirits) can penetrate. When mixed in a ratio of 1:10 with paint, it can be used to anti-magick a wall or other structureof up to 1000 square feet (though in this diluted state the spells of named demons can penetrate). It can also be applied to suit armor to give the wearer a +2to save vs magic. True lead is necessary to bind named demons into prisons. The Mercury of Lead 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. Ineither case 300 days can substitute for the cost on a successful Alchemy roll.

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    Produce Star of Iron and Mercury of IronEach of these operations requires 1 cn each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47 days. This metal can be used in making vorpal weapons (which sever body parts on a 75% critical hit) (8 PP), dancing weapons (whichattack by themselves at the skill of the wielder) (4 PP), holy weapons (+5/+10 vs the enemies of a religion along with a turning chance as a cleric of similar level or double level if used by a cleric) (16 PP), soul-stealing weapons (on a successful hit the target is life blasted for 1d8) (8 PP), bane weapons (weaponswhich automatically kill when they strike) (16 PP), and greater armor and shields (+4 or better) (4 PP). Each of these is an alchemical device. The alloy to beused is 1:3 star of iron to iron. The Mercury of Iron is produced in 7 + d100 doses and is used to create a universal solvent, and is used in the production ofa Philosopher's Stone or Elixir. 400 days may substitute for the cost in eitheroperation.

    Produce Star of Copper and Mercury of CopperEach of these operations requires 1 cn each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47 days. This metal can be used in making books and scrolls, reducing the writing time by half by using it in the ink. When used with any 7 gems or any single alchemical gem it is increase the recharge rate of magicitems by one spell per day. When used in a focus it will add +1. It may be enchanted 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 doses and is used to create a universal solvent, and is used in the production of aPhilosopher's Stone or Elixir. 400 days may substitute for the cost on a successful Alchemy roll.

    Produce Star of Silver and Mercury of SilverEach of these operations requires 1 cn each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47 days. This metal can be used in making Magical Mirrors (scrying devices like similar to a crystal ball) (16PP), Amulets of Night Vision (allow the wearer to see at night as if it were daylight) (4 PP), Cloaks and 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 the result is a +1. This metal is called True Silver by some. Weapons forged of itare +2 automatically, and destroy lesser undead by touch, and do double damageto greater undead. The Mercury of Silver is produced in 7 + d100 doses and isused 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 successful Alchemy roll.

    Produce Star of Gold and Mercury of GoldEach of these operations requires 1 cn each of Philosophical Salt and Sulfur, and 4500 gp. Each requires 52 days. Devices of fire made from this metal will contain 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 the setting for magic rings containing Alchemical Rubies or Emeralds it increasesthe daily rate of any spells by one, and triples the number of charges. The Mercury of Gold is produced in 7 + d100 doses and is used


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