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Craft
(metallurgy)
is an unusual skill in that it requires prerequisites. The metallurgist
must have ranks in both Craft (alchemy) and Craft (any kind of smithing)
equal to or higher than her ranks in the Craft (metallurgy) skill.
Metallurgists need to maintain labs like Alchemists in order to
practice their trade. For each material, there is listed a Craft
(metallurgy) DC to produce or work items from that metal.
In
the Saltwave campaign, some exotic metals and materials might be
mass produced. The descriptive text will specifically state if a
method has been found to mass produce the material.
Special
materials grant either enhancement or unnamed bonuses to items made
from those materials. Unnamed bonuses stack with all other bonus
types. The description of each special material notes which type
or types of bonuses apply. Note that any weapon made of an exotic
metal requires masterwork craftsmanship. Unless the metal description
specifically says otherwise, the masterwork bonus does not stack
with the metal's enhancement bonus.
Enchanting
Exotic Metals
Most
of the very exotic metals carry natural, non-magical enhancement
bonuses. These count as magical weapons in respect to damage
resistance and attack or defense bonuses. Consider them to
have a "plus" equal to their enhancement bonus.
Enchanting
these exotic metals tends to be rather redundant, since enhancement
bonuses do not stack. Only if the enchantment placed upon
the item exceeds its "natural" properties does the item increase
in power. In these cases, the enchantment supercedes the metal’s
properties, but does not add to them.
Enchanting
magically resistant metal takes a lot of effort. Slight magic resistance
increases the XP cost and time to the enchanter by 10%, like cold
iron, and strong magic resistance increases it by 50%, unless the
description of the metal states otherwise. Any metal that readily
takes enchantment can be enspelled in the regular amount of time.
Irridesium is an exception, in that it actually facilitates empowerment,
decreasing enchantment XP cost and time by 10%.
Magic
Resistance in Metals
Slight:
Gives a bonus of +2 to the item’s roll to resist any magical effect,
even those for which no roll is usually allowed. Armor of this metal
may provide a +1 enhancement bonus to saves. See the description
of the metal for details.
Strong:
As Slight, but +4 for the item’s resistance roll and +2 to
the wearer protected by it.
Absolute:
Cannot be affected by magic at all, including teleportation, detection,
and manipulation. This metal provides full protection against all
magical effects to body parts armored in it, at the DM’s discretion.
These metals cannot be enchanted through mortal means, so don't
ask.
Magic-Psionics
Transparency
Unless
specifically noted, all notes and rules describing magic or magical
effects also have the same effect for psionics and psionic effects.
The Saltwave campaign uses the transparency rules to maintain game
balance.
Availability
of Exotic Metals
The
price of exotic metals dictates their availability, per the rules
in the DMG. Note that none of these exotic metals will be available
as randomly generated treasure. All exotic metals must be either:
(1) placed specifically by the DM, or (2) allowed by the DM if a
character tries to create or find a source of the metal in question.
The
Exotic Metals
Adamantine:
See the DMG for details. Craft (metallurgy) DC 25.
Aluminum
(aluminium): Definitely a not-very-exotic metal, aluminum
is very cheap to mass produce. Buyers need to know about its qualities.
Aluminum is lighter (about 50% of the mass) and softer (hardness
7) than steel, and weapons made mostly of aluminim suffer a -1 penalty
to hit and damage, compared to normal steel versions. Aluminum medium
and heavy armors suffer a -1 penalty to the armor bonus, but light
armors have normal values. Aluminum armor has +1 max Dex, -1 armor
check penalty, -10% arcane spell failure chance, and is 50% of the
weight of standard armor of the same type. Aluminum weapons and
armor are always mass produced versions (because it doesn't make
sense to hand craft aluminum) costing only 20% of the price of standard
items.
Irridesium:
Irridesium is a hard but resiliant metal (hardness 12) that appears
black with iridesence playing along surfaces that reflect or catch
the light. The primary source for irridesium was the kzin manufacturing
citadels, destroyed in the War of Falling Stars. Several human metallurgists
have learned how to rework captured irridesium into new forms, but
until LY 2137, only the kzin engineers knew what went into the alloy
or how to make it. Irridesium is very easy to enchant, reducing
item creation XP cost and time by 20%.
Before
additional magic is taken into account, irridesium weapons enjoy
a +1 enhancement bonus to hit and damage, and cost half as much
as a +1 magic weapon of the same type. Greatswords are usually available
at only ten times the standard price (500 gp) because they were
made in great numbers and are quite common. Irridesium armor is
masterwork armor, and gains a +1 armor bonus (not an enhancement
bonus) per category, +1 max Dex, 2 point reduction of armor check,
and is 75% of the weight of standard armor. This adds +500 gp to
the price of light armor, +1,500 gp to the price of heavy armor,
and +3,000 gp to the price of heavy armor. The weight reduction
may improve the category of the armor from heavy to medium or medium
to light. Irridesium may be mass produced if sufficient quantities
of ores are available. Craft (metallurgy) DC 22.
Duralloy:
Naturally a non-reflective white (but may be tinted for color) duralloy
is a non-ferrous, rustproof metal. Metallurgically alloyed from
aluminum, titanium, and trace amounts of mithral with hardness 12.
The Kraanicher Brotherhood of Thought discovered this alloy in LY
2094 and made wide use of it in arms, armor, and construction materials.
The formula spread throughout Jaastenland and to other major nations
following the War of Falling Stars in LY 2143. Weapons of duralloy
enjoy a +1 bonus to hit and cost four times the price of a regular
(non-masterwork) weapon of the same type. Duralloy armor has normal
max dexterity, -1 armor check, -10% arcane spell failure, and 60%
of the weight of normal armor and costs twice as much as regular
armor. Medium duralloy has a bonus of +1. Heavy duralloy has a bonus
of +2. Duralloy is often mass produced. Craft (metallurgy) DC 25.
Darksteel:
Darksteel behaves like steel but is lighter, and when coated in
certain oils whose formula is known to few and heated in even a
small fire, it becomes molten, and can be poured into molds–even
simple sand molds–to be cast into a new shape. Remarkably, this
does not destroy or (usually) alter existing enchantments on the
metal. Moreover, darksteel is durable and takes new enchantments
readily, even if it is already dweomer-laden. All of this makes
darksteel very valuable to those who know of its existence. It is
silvery in hue when polished or cut, but its exposed surfaces have
a deep, gleaming purple luster. It has the unusual property of absorbing
all natural and magical lightning or electrical energy (not heat,
and not magic missles or other pure energy pulses) into itself,
without conducting any of it–or its damage–to the one who bears
it. Weapons have no automatic bonuses, 1200 gp/lb, with hardness
10. Items made of darksteel automatically succeed in any saving
throw vs. electricity and lightning. Darksteel may be mass produced
if sufficient quantities of ores and minerals are available, but
the process produces toxic byproducts that are extremely costly
to neutralize. Craft (metallurgy) DC 20.
True
Iron: Shiny gray, rustproof. Metallurgically distilled
from iron. The best Trobyn Armories weapons are forged from True
Iron by master crafters. These masterwork blades have a +2 enhancement
bonus to hit and damage, and cost 120 times the normal price for
a weapon of the same type, plus masterwork workmanship costs. True
Iron weapons bypass damage reduction as adamantine with hardness
20. True Iron armor has normal max dexterity, armor check, arcane
spell failure, and weight, but has a +2 enhancement per category
(+2 for light armor, +4 for medium armor, and +6 for heavy armor).
True Iron adds +3,000 gp to the cost for light armor, +9,000 gp
for medium, and +18,000 gp for heavy armor. True Iron may not be
mass produced. Craft (metallurgy) DC 30.
True
Copper: Shiny and bright coppery red. Metallurgically
distilled from copper. Uncommon in the Four Kingdoms, but highly
prized in the Honuran Empire. Weapons made from True Copper are
masterworks that have a +1 enhancement bonus to hit and damage and
50% of the weight of regular weapons. Such weapons cost 100 times
the normal price for a weapon of the same type, plus masterwork
costs. Armor made from True Copper has a +1 enhancement bonus per
category, and increases the max dexterity bonus by +2, reduces the
armor check penalty by 2, reduces the arcane spell failure by 10%,
weighs half as much, and counts as the next higher armor category
(heavy becomes medium, medium becomes light) for movement purposes.
True Copper adds +2,500 gp to the cost of light armor, +5,000 gp
to medium armor, and +10,000 to heavy armor. True Copper may not
be mass produced. Craft (metallurgy) DC 30.
Mithral:
Also (incorrectly) called True Silver by master metallurgists seeking
to mislead the uninitiated or sell their wares for inflated prices.
See the DMG for details. Craft (metallurgy) DC 22.
True
Gold: Also called Novagold. Shiny yellow gold that holds
a polish. Metallurgically distilled from gold. True Gold has properties
that make it an excellent choice for holy objects and items representing
powers of purity, goodness, or light. Divine casters using True
Gold as the primary metal for enchanted objects enjoy a 20% decrease
XP cost and enchanting time, but only if the enchanted item will
have holy properties. Weapons made from True Gold are masterwork
items that gain a +2 enhancement bonus to hit and damage at a cost
150 times that of a normal item of the same type, plus masterwork
costs. Weapons of True Gold bypass damage reduction as good weapons
and have hardness 15. Armor made from True Gold has a +1 enhancement
bonus per category, weighs the same as steel, and has no effect
on max Dex or armor check penalty. True Gold eliminates the arcane
spellcasting failure chance for casters of good alignment only,
and only while they remain true to their alignment. True Gold adds
+6,000 to the cost of light armor, +30,000 to the cost of medium
armor, and +60,000 to the cost of heavy armor. The formula for True
Gold is not widely known, and it is not possible to mass produce
it. True Gold has strong magic resistant properties, and confers
this resistance upon creatures armored mostly in metal of this type.
Craft (metallurgy) DC 35.
Iron
Absolute: Also known as Mold Metal. Toughest of all known
materials; has an effectively infinite hardness and will even resist
force and disintegrate effects. (However, weapons made of
Iron Absolute will not necessarily penetrate force effects such
as a wall of force, mage armor, etc.) Iron Absolute
is rustproof. An object of Iron Absolute must be made in the shape
it is to have, and cannot be reshaped or broken thereafter, except
by divine power or by someone who drinks a special potion that will
allow him to easily mold the metal to any desired form for a few
minutes. (The molding potion is a DC 45 Alchemical creation, with
a cost of 3,300 gp.) The quality of the item produced is appropriate
to the appropriate Craft skill check made by the one creating the
item. Iron Absolute is typically rough and dark gray in color. Metallurgically
distilled from True Iron. Iron Absolute weapons ignore hardness
and damage reduction as adamantine and cold iron weapons. They have
a +3 enhancement bonus to hit and damage and cost roughly 1,500
times the normal price of a weapon of the same type. Iron Absolute
armor must be masterwork quality and has normal characteristics
for armor of its type, with a +3 enhancement bonus and DR 5/- per
category (+3 and DR 5/- for light armor, +6 and DR 10/- for medium
armor, and +9 and DR 15/- for heavy armor). Iron Absolute adds +50,000
gp to the cost for light armor, +150,000 gp for medium, and +450,000
gp for heavy armor. Iron Absolute may not be mass produced.
Craft (metallurgy) DC 45 to create, impossible to work once formed.
Copper
Absolute: Metallurgically distilled from True Copper,
retaining and deepening its ruddy color. 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, increasing damage from these energy types by 50%.
This increase to damage applies even if the wielder is merely holding
an item of Copper Absolute when in the area of effect of a damaging
cold, electricity, or fire effect and renders evasion and improved
evasion useless to negate damage. Despite this major disadvantage,
it has a lot of value for technomancers. It also holds powers of
quickness, and weapons made from Copper Absolute strike at the wielder's
full attack value for all attacks made in a round (no -5 penalty
applies for the each additional attack made during a full attack
action). Weapons made from Copper Absolute are masterworks that
have a +4 enhancement bonus to hit and damage, 25% of the weight
of regular weapons, and hardness 10. Such weapons cost roughly 1,000
times the normal price for a masterwork weapon of the same type.
Copper Absolute may not be mass produced. Craft (metallurgy) DC
40.
Silver
Absolute: Sometimes called Local Adamantite, but this
metal is not actually an alloy of adamant. Metallic black in color
and very shiny, with hardness 20. Metallurgically distilled from
darksteel, silver, and mithral. Weapons must be masterwork. They
gain a +3 enhancement bonus to hit and damage and their threat ranges
are doubled (an unnamed bonus that may be further enhanced by other
effects). The price of a Silver Absolute weapon is 1,100 times that
of a normal weapon of the same type. Silver Absolute weapons bypass
damage reduction as silver and cold iron. Silver Absolute armor
has +4 max Dex, -4 armor check, half the arcane spell failure chance,
and 50% weight. It has a +2 enhancement bonus per category (+2 for
light armor, +4 for medium armor, and +6 for heavy armor). Silver
Absolute adds +20,000 gp to the cost for light armor, +60,000 gp
for medium, and +180,000 gp for heavy armor. Strong magic resistant
properties (+4 to own saves, +2 to armored creature saves), but
takes enchantment readily (-10% XP cost and enchanting time). Silver
Absolute cannot be polymorphed, disintegrated, or changed in form
by any type of magic. Strangely, two distinct processes have been
found to mass produce Silver Absolute, but it has not proven economical
to do so. Craft (metallurgy) DC 40.
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. Megametal resists all
change. Its hardness is 50. Persons fully armored in Gold Absolute
(medium or heavy armor) have damage reduction 15/-. Does not conduct
heat, cold, or electricity. Strong magic resistant properties. Weapons
made of Gold Absolute conduct all to hit rolls as touch attacks
and bypass damage reduction as good adamantine weapons. Gold Absolute
gives weapons a +5 enhancement bonus to hit and damage, and gives
medium and heavy armor a +5 enhancement bonus, in addition to the
save bonus versus magic effects. It adds +10,000 gp/lb. to the cost
of items, as a guideline. The formula is unknown. Only
specifically undertaken quests of 20th level or above may have a
chance of acquiring Gold Absolute.
Bloodsteel:
Also known as Zardazil in Faerun, bloodsteel comes from a rare,
amber-to-red ferromagnetic metal found in several places in Jaastenland
and Honura. It is exceptionally rare and often overlooked even where
the ore may be obtained. It is a very soft metal, and because of
this is never used in pure form, but rather alloyed or used to sheath
other metals. In can be added to other metals in perfect bondings,
apparently vanishing into them in alloys that have all the properties
of the other metal–plus the one benefit of zardazil: the ability
of any item partially or wholly composed of it to body phase
with the first being whose blood it spills.
When
a zardazil blade wounds its first creature, it inexorably
begins a spell-like internal alteration that takes a full
turn. At the end of that time, the zardazil weapon behaves
as it has always done for and to all other beings, but it
cannot ever harm the being it first wounded again. Instead,
the weapon passes through the body of that being harmlessly,
as though the body is not present. Such woundings are often
done deliberately to enable a being to carry a concealed weapon.
The weapon is simply slid into the body and carried
internally until needed, whereupon–without bloodshed or internal
damage–it is plucked forth for use. At least three noble ladies
of Lieno have drawn forth daggers tied to throat jewelry in
recent years to defend themselves against attackers, and it
is suspected that Ardreatha Laurindar, a professional slayer
who has posed as an evening escort in Cherry End and Catalina
to gain access to her targets, also employs such a weapon.
No
matter how small the amount of zardazil used in the making
of the weapon, the entire weapon enters a state of body
phase. It is able to coexist with the body it is linked
to, and out of the reach of all magics such as heat metal,
enlarge, or other spells that casters may apply to
attempt to do harm to the weapon carrier. This causes it to
fall right through the body of the carrier unless a non-metal
part of the weapon is present. Usually a leather hilt grip
or a loop of cord strung through a hole in the pommel is used
to prevent this. The weapon hangs, swinging freely inside
the body, from this non-metal part, so the part is usually
fastened to an anchor on body armor or a harness in the shoulder
area.
Zardazil
has no special hit or damage bonuses of its own. It saves and acts,
body phase aside, as a weapon of the metal it is bonded with.
Zardazil costs 500 gp/lb. Craft (metallurgy) DC 28.
Soul
Steel: [Section to be revised.
Cuts 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 for use against doors and Undead, simply chopping
inanimate matter up without resistance, 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 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 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
benevolent) is possible.]
Demonsteel:
[Section to be revised. This horrible
alloy is forged in certain Hells and allowed to enter the real world
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 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. Demonsteel has +4 hit (it likes to seek flesh) and +4 DAM. Fairly
commonplace, but outlawed nearly everywhere. Costs typically $6000/lb,
availability 25.]
Glowiesteel:
Not
available except as an adventure plot item. This
material was only recently distinguished from Megametal, and the
formula for its creation is unknown. 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 psionics. It cannot
be teleported or moved by magic, cannot be located with magic, and
ignores any direct magic effect upon it. It also glows with a faint
yellow nimbus of light. The source of ore seems to be the marrow
from the bones of a specific dead god, mined from a god island in
the Astral. Glowiesteel is also a fine weapon metal, with a +3 enhancement
bonus. Price subjective but at least 40,000 gp/lb.
Exotic
Adamantium: Not available except as
an adventure plot item. Disintegrates a 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 have a +3 enhancement
bonus, price subjective but at least 100,000 gp/lb. 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 particularly potent metal. No hit
or damage bonuses. Made from alchemically treated glacier ice that
is altered to have a melting point of roughly 2,000 degrees Fahrenheit.
Costs 8,000 gp/lb. More a curiosity than a practically useful material.
Craft (metallurgy) DC 30.
Follows
here the Mineral Metals
They
are made by Metallurgists using steel, the appropriate gemstones,
and other catalysts and reagents. All of the mineral metals require
no magical techniques to create, just knowledge, patience, skill,
and the right tools. Additionally, all of the Mineral Metals are
somewhat difficult to enchant (+10% to item XP cost and creation
time).
Diamondsteel:
Best of the so-called Mineral Metals, which are commonly known and
often used for weapons. Transparent. Diamondsteel is extremely tough
and resiliant, with hardness 35, and granting a +4 enhancement bonus.
Diamondsteel weapons also have an expanded threat range, as if they
had the keen ability. The threat range cannot be further
expanded by other magic enhancements and effects. 7,500 gp/lb. Its
cost and rarity makes it an extremely uncommon choice for armor,
where much larger quantities of metal must be used. Craft (metallurgy)
DC 40.
Emeraldsteel:
Second best of the Mineral Metals. Although natural emeralds are
very brittle, the green translucent emeraldsteel overcomes this
disadvantage. Emeraldsteel has hardness 22 and grants a +3 enhancement
bonus. Cost 1,000 gp/lb. Craft (metallurgy) DC 35.
Rubysteel
and Sapphiresteel:
These two corundum alloys are tied for third best Mineral Metal.
Transparent red and blue respectively. Items have a +2 enhancement
bonus. Cost 800 gp/lb. Craft (metallurgy) DC 30.
Jadeite:
Also called Greensteel. The most easily created mineral metal, but
possibly the most beautiful. Looks like normal green jade shot with
veins of silver. Surprisingly tough, with hardness 15, and carries
a +1 enhancement bonus. Cost 100 gp/pound. Craft (metallurgy) DC
25.
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