Item | Cost (gp) | Other Tools | Description | Properties | ||||||||||
Common | ||||||||||||||
Hardstone | Double Construction Cost | Masons tools | This hardened stone is much harder and stronger than normal. It has a dull, almost chalky appearance to it. | Stone structures made of this material have double the normal hit points than normal and gain +5 to their damage threshold value. | ||||||||||
Iron/Steel | Standard | Smith | The basic material most weapons and armour are made from. Lower quality goods tend to be made of iron while goods of higher quality tend to be fashioned from steel. | |||||||||||
Mullite | 20gp/lb | Potters | This is a white alchemical, porcine-like material. Pottery, and other such objects, can be made of this material, but are far more resilient than normal. They are considered resilient instead of fragile, increasing the object’s hit points. Reference page 247 of the Dungeon Master’s Guide for more information about object hit points and resilience. | |||||||||||
Silvered | 100gp or 10gp/ammunition | Smith | An alchemist is able to imbue a metal object with silver. | This only has the effect of adding the silvered property to it for the purposes of bypassing damage resistance to non-silvered weapons. | ||||||||||
Stone | Below Standard | Masons tools | Items made from stone are generally less effective than their iron counterparts. | Ersatz, except items that are naturally meant to be constructed from stone. | ||||||||||
Wood | Much Below Standard | Woodcarvers | Only the most basic of combat items would be constructed from wood due to their lack of durability. | Ersatz, except items that are naturally meant to be constructed from wood. | ||||||||||
Uncommon | ||||||||||||||
Blended Quartz | 75gp/lb | Smith or Jewelers | Quartz blended with rare gemstones is a potent defensive tool for combating spell casters, but is also a strong offensive tool for savvy arcane users. Blended Quartz is a mix of materials and comes in a variety of colours and opacity. | While wielding a weapon made of Blended Quartz, you gain a +1 bonus to all spell attack rolls. Armour made of Blended Quartz absorbs the power of magical energy. While wearing armour of this type and you suffer damage from a spell, you can choose to gain 1d4 temporary hit points. | ||||||||||
Bronzewood | 50gp/lb | Woodcarver or Carpenter | This was originally normal wood of any common verity that now has a metallic appearance along the grains. The wood has been chemically altered through alchemy to a hardness that rivals fine steel. This allows for the production of products usually only possible with metals, using instead this wood, such as weapons and armor. Chain mail cannot be made from this material, however. | The statistics of such weapons
and armor are the same as their metal counterparts, but they weigh half as
much. Like Ironhide, this material is revered as a usable alternative to metal by druids who dislike its use for armor. |
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Elukian Clay | 50gp/lb | Potters | This rough gray stone-like material is formulated after a substance found in the Elemental Plane of Water. As such, it seems to have a particular affinity towards water. This substance seems perfectly buoyant in water of any kind, making it seem weightless when used underwater. | Armor made of this material allows the wearer to swim without the normal restrictions armor would normally impose. | ||||||||||
Heartwire | 75gp/lb | Smith | This incredibly fine, flexible material that is amazingly durable. It is useful for reinforcing the vulnerable spots of armor, such as in joints. | When a creature rolls a critical hit against a target wearing armor reinforced with heartwire, they must make another attack roll. If they meet or exceed the target’s AC with this roll, they deal critical damage as normal, but if they don’t they deal the normal damage for that weapon type instead. | ||||||||||
Pandemonic Silver | 50gp/lb | Smith | This material seems to almost vibrate lightly when held, but when it is thrust through the air, as with a weapon attack, these subtle vibrations elevate into a high pitched noise reminiscent of a blood curdling scream of pure terror. | When a weapon made of this
material strikes a creature, the target of that attack must make a DC 12
Wisdom saving throw or become frightened of the weapon’s wielder until the
beginning of the wielder’s next turn. Weapons made of this material also carry the silvered characteristic for the purposes of bypassing damage resistance to non-silvered weapons. |
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Pearl Steel | 50gp/lb | Smith | This material has a seaweed green hue to it and is far more buoyant than normal metal. This allows the wearer of armor made of this material to swim without the normal hindrance from wearing metal armor. It is also resistant to rust from exposure to water. This material functions otherwise normally. | |||||||||||
Rare | ||||||||||||||
Arandur | 100gp/lb | Smith | This material has a silver-blue appearance with a green reflective sheen to it. Vibrations and sound seem to dampen with this material. | Armor made of this material no longer has the stealth penalty associated with heavier armor types. Heavy armor also reduces thunder damage to the wearer by 1d4 points, while medium armor and shields made of this material reduces it by 1 point. | ||||||||||
Baatorian Green Steel | 100gp/lb | Smith | A replication of green flecked iron normally only mined in the Nine Hells, this material allows for a weapon to maintain an unimaginably sharp edge or point. | Slashing and piercing weapons made of this material gain a nonmagical +1 to damage rolls. | ||||||||||
Blue Ice | 150gp/lb | Smith | This opaque, dark blue ice is quite cold to the touch. The material is able to quickly conduct the heat away from objects it comes in contact with, without melting. | When a weapon made of this
material deals damage to a creature, the target takes an extra 1 point of
cold damage on top of the normal damage the weapon would deal. Armors made of this material grant the wearer resistance to fire damage, as it draws the heat away from them. |
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Entopium | 100gp/lb | Smith | Though it weighs the same amount as normal metals, this material seems to shift and move in such a way that assists the user’s movements in such a way that they don’t feel as cumbersome. | Weapons made of this material
lose the heavy characteristic, if they had it. Heavy armor made of this material allows for a Dexterity bonus of up to +2 to be added to the AC value and Medium armor no longer has a maximum Dexterity bonus limitation, as though they were one weight category lighter. |
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Fever Iron | 150gp/lb | Smith | This metal almost seem to have a faint reddish glow to it. This material focuses the heat from its surroundings toward any object it comes into contact with. | Weapons made of Fever Iron deal
an extra 1 point of fire damage on top of the normal damage the weapon would
deal. Armors made from this material also grant the wearer resistance to cold damage, as it funnels heat toward the chilled area. |
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Gehennen Morghulth Iron | 100gp/lb | Smith | This material simulates rare volcanic materials. | Weapons made of this material
have a greenish tint to them and appear pocked and pitted, like the material
is self destructing. It is also toxic to most creatures. Any creature hit
with a weapon made of this material must make a DC 15 Constitution saving
throw or be poisoned for 1 minute. The saving throw can be repeated at the
end of each of the targets turns, ending the effect on a success. While wearing armor made of this material, a creature is perpetually poisoned. |
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Ironhide | 100gp/lb | Leather | Hides can be chemically altered to become extremely strong, while still somewhat flexible. This material resembles normal hide, but has a sheen to it that resembles polished metal. | Armor can be made with this
material, allowing it to be treated as one weight category lighter than
normal and reducing its weight by half. This material cannot be used to
produce chain mail but can be used to make other armors typically only
possible with metal. Like Bronzewood, this material is revered as a usable alternative to metal by druids who dislike its use for armor. |
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Living Metal | 100gp/lb | Smith | Though not actually alive in the technical sense, this metal seems to have a mind of its own and slowly shifts and molds itself to the one using it. | A melee weapon made of this
material gains a +1 to attack rolls after it has been wielded for at least 24
hours, it has a -1 penalty until that time elapses. Medium and Heavy Armor made of this material likewise allows for an extra +1 Dexterity bonus after being worn for 24 hours and likewise has a -1 penalty before that time. That means that Medium Armor limits the application of a Dexterity bonus of +1 for the first 24 hours, and +3 after that time. Heavy armor has a base -1 penalty to AC for the first 24 hours, and allows for a Dexterity bonus of up to +1 after that period. Items remain formed for a specific wielder for 48 hours or until it mold itself to another creature. If the item is not used within that period of time it reverts to imposing the -1 penalty until used for another 24 hours. |
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Targath | 150gp/lb | Smith | Targath is a soft gray metal with a pink hue that will shrink some when touched. It is said to hold special properties that pull impurities out of the skin. It is common to gift the sick with a Targath band. | Ammunition made from Targath ignore piercing damage resistance on creatures. While wearing armour made of Targath, you have advantage on saving throws against anything that afflicts a poison or disease condition. | ||||||||||
Thinaun | 150gp/lb | Smith | Thinaun is a dark metal that glitters beautifully in the sun, but appears as a solid black material in magical light. It's strange metal veins appear under the grounds of great battles or tragedies. | Creatures killed by a Thinaun weapon cannot be resurrected. Light armour made from Thinaun gains AC based on INT instead of DEX. | ||||||||||
Violode | 100gp/lb | Smith | Violode is an iron alloy that is mottled purple in colour. Typically found near calm lakes or gently rivers, there is a characteristic of the metal that seems to calm people and is often used to make holy symbols. | Whenever you hit an undead creature with a weapon made of Violode, the creature must make a DC12 Constitution save or take an additional 1d10 radiant damage. While wearing Violode armour, you gain a +1 to any saving throws from attacks or spells from undead creatures. | ||||||||||
Very Rare | ||||||||||||||
Aururum | 200gp/lb | Smith | This steel-like material gleams with hues of pink and indigo. | Objects made of this material function the same as if they were made of normal iron, but if such an object is broken the fragmented pieces can be brought together and the pieces immediately fuse back together seamlessly. These objects will only fuse if placed in exactly the correct configuration and result in an object that is whole, as though it had never been broken. | ||||||||||
Blended Quartz | 250gp/lb | Smith or Jewelers | This material appears as steel with opaque, white crystalline veins running thought it. This material seems to have the ability to focus arcane energies, allowing spellcasters to increase the potency of their spells. | When a spell caster uses an object made of this material as a focus, regardless of its form, the spell’s save DC and Attack Modifier both increase by +1. The cost of enchanting an item made of this material is also halved. | ||||||||||
Hizagkuur | 200gp/lb | Smith | This pale, silvery gray metal resists the effects of magical energies, with a chance of sending those energies back toward their original source. | The wielder of a weapon made of
this material has a 5% chance of sending spells that target them back toward
the spell’s caster. Shields have a 10% chance of doing so and armor made of
this material has a 15% chance. This only has an effect when a spell specifically
targets the creature wielding an object made of this material and has no
effect on area of effect spells that spread to where the creature is. This material also makes it impossible to enchant the object it is made from, as it reflects any magical energy meant to imbue it back toward the enchanter, dealing 1d6 electrical damage for each spell slot level used to attempt to create the enchantment. |
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Rimfire Ice | 250gp/lb | Wood carvers or Carpenters | This pale blue ice material glows softly and doesn’t melt, but instead is equally as flammable as wood. When it burns however, the flames are not hot, but cold, dealing cold damage instead of fire damage. | This material can also be worked
in a similar manner normal wood, so anything normally made of wood could be
made from this material. Any items made of this material sheds dim light in a 10- foot-radius. Weapons made of this material also deal an extra 1 point of cold damage, in addition to the weapon’s normal damage. |
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Serren | 200gp/lb | Wood carvers or Carpenters | Wood made into this material has a ghostly appearance to it. It seems to be on the brink of fading from view, though it is not transparent in any way. | The material itself extends into
the ethereal plane and as such, weapons made of this material can be used to
strike and damage ethereal creatures. Incorporeal creatures and objects also cannot pass through this material, it is treated as solid to them. |
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Thinaun | 200gp/lb | Smith | Thinaun is a dark, glittering steel alloy. It has an attraction to the stuff of souls. | If not enchanted, a weapon made
of this material deals 1 damage of the appropriate type to ethereal
creatures. If enchanted it deals an additional +1 damage to them. When a creature is slain with a weapon made of this material, their soul becomes bound to the weapon. This means that that creature cannot be revived or resurrected until its soul is released from that weapon or the weapon is destroyed. A weapon can only have a single soul bound to it. If another creature is killed with a weapon already binding a soul, the bound soul is released and the soul of the newly killed creature becomes bound to the weapon instead. |
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Truesteel | 300gp/lb | Smith | This modified silvery mithral material of elvish design almost seems to magically improve a warrior’s luck in combat, though it is not considered magical. | Weapons made of this material
have an improved critical range by 1 (for example, dealing critical damage on
a roll of 19 or 20, instead of just 20). Armors made of this material also gain a +1 to AC. |
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Legendary | ||||||||||||||
Blood Iron | 500gp/lb | Smith | Objects made with this material has a similar banded appearance as folded steel, but instead of the normal dark bands they appear to be a red reminiscent of either rust or dried blood. This material seems to cling to whatever touches it, not so much sticking as gripping. | Weapons made of this material
deal greater than normal damage as a result, use the table to determine the
new damage dealt by the weapon. For example, a longsword made of blood iron
will deal 2d6 damage. Armor made of this material will halt some attacks that would normally slide past the metal into unprotected parts of the body, such as into joints. As a result one wearing such armor gains a +1 to their final AC value. |
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Crysteel | 500gp/lb | Glassblowers or Jewelers | This fine silvery crystalline material resonates with psionic energy. | Though no different than normal in the hands of most creatures, a creature with psionic abilities can choose to channel a small amount of these energies into the weapon, causing it deal more damage than usual. The number of damage dice dealt under these conditions is doubled. For example, a crysteel longsword in the hands of a psionic creature can deal 2d8 slashing damage, instead of the normal 1d8 damage. | ||||||||||
Githyanki Silver | 500gp/lb | Smith | This appears to be a normal silver weapon, but when a weapon made of this material is held it shifts as though it were something between liquid and smoke. When such a melee weapon is drawn, the wielder must make a DC 25 Wisdom saving throw to align their mind with the material. On a successful save, the weapon seems to shift to assist the wielder and provides a +3 to attack rolls. On a failed save, its motions are unpredictable and random, imposing a -3 penalty to attack rolls. Creatures with psionic abilities have advantage on this save and Githyanki automatically succeed on it. | It is also the only known
material that is able to cut the silvery cord that connects the astral body
of a creature under an effect such as the astral projection spell to their
physical body. The wielder of a Githyanki Silver blade can choose to do this when
they deal critical damage to such a creature. Weapons made of this material also carry the silvered characteristic for the purposes of bypassing damage resistance to non-silvered weapons. |
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Urdrukar | 500gp/lb | Smith | This dark metal, modeled after rare minerals found deep in the Underdark, is resistant to divination magic. | While wearing or carrying objects made of this material you gain a +2 to saving throws against divination magic for every 5 pound of the material, with a maximum of +4. | ||||||||||
Exotic | ||||||||||||||
Adamantine | 25gp/lb | Smith | Possessing a dark, non-reflective surface and suprising density, adamantine can weather blows that would crush any lesser metal. In contests of force, adamantine surpasses almost every other substance and emerges unblemished. | Items made of adamantine are much harder to break. Increase the AC of the item/DC required by 5. Weapons deal double damage to objects and structures. When a critical hit is made against adamantine armour, it becomes a normal hit. | ||||||||||
Celystine | 1000gp/lb | Smith or Jewelers | Celystine is a beautiful white-gold crystal that is said to originate in the heavens itself. It is rare to see this gem anywhere other than adorning the weapons and armour of angels. | Evil creatures that end their turn within 5ft of the wielder of a Celystine weapon, or wearer of Celystine armour takes 1d10 radiant damage. This includes the wearer if they are evil-aligned. | ||||||||||
Chlorophyte | 2500gp/lb | Masons tools | This bright green mineral forms a complex lattice in a host material, usually stone. Possessing only the barest glimmers of thought, chlorophyte turns its psionic power to suit the intentions of intelligent beings in physical contact with it. | A creature in physical contact with a network of chlorophyte can make use of its psionic properties. When the creature performs a skill check using intelligence, or performs a tool check using a tool made of chlorophite, the creature's proficiency bonus is doubled, or it adds its proficiency bonus if it isnt proficient with the skill. In addition, it can use its action to detect the surface thoughts of another creature in contact with the network, as long as its intelligence score is greater than that of the creature. When a creature makes a attack with a chlorophyte weapon and misses, it can still deal damage equal to its proficiency bonus. When a creature is hit by an attack while wearing armour of this material, prevent damage equal to its proficiency bonus. | ||||||||||
Dendritic | 500gp/lb | Smith or Jewellers | Dendritic is a strange living crystal that comes in shades of green or purple. It is found in the deepest caverns in the Underdark, and the Drow have discovered that Dendritic consumes blood. | Once a day you can spend 1 minute feeding a weapon made of Dendritic blood, and it will gain the reach property for the next 10 minutes. While wearing Dendritic armour, if you are at exactly 1hp, you gain a +3 to AC. | ||||||||||
Greenweave | 15gp/lb | Lv5 Druid, casting druidcraft on a dragontail fern continuously for 1 hour | Dragontail fern forms long, sinuous fronds with pinnae that resembles a dragon's scales. Its surface is fuzzy and dappled with all the colours of the forest, creating a hazy optical effect when rustled by the wind. When woven into Greenweave, the resulting fabric maintains this strange appearance. | Greenweave blends in with the surrounding greenery. When located in an area of considerable light, greenweave items count as lightly obscured even if they normally wouldn't be, and they always require a passive Wisdom(Perception) score of 10 to be noticed. When located in an area of considerable plant life, a creature wearing greenweave counts as lightly obscured even if it normally wouldn't be, and it can attempt to hide even when only lightly obscured. | ||||||||||
Hartwood | 250gp/lb | Woodcarvers | Hartwood is an impossibly pale, almost luminous material. Sturdy yet compliant, soft yet unyielding, it practically embodies the platonic ideal of workable wood. | Hartwood counts as a fey entity for the purposes of spells and effects that refer to a creature's type, i.e., detect evil and good. When a creature attempts to use an item made of Hartwood to accomplish an extraordinary feat, such as make an impossible shot, survive an impossibly powerful blow, or pick an impossibly difficult lock, the item may choose to have the creature roll a 20 on the skill/attack/saving throw. This effect cant occur more than once a week and is controlled by the DM. | ||||||||||
Hoodoo Loam | 5gp/lb | Potters | Hoodoo Loam is a thick, mucky paste in its raw state, but skilled potters can quickly shape and fire it into a substance resembling a stone. Nonetheless, it quickly becomes soft and mud-like when submerged in a solution of water and mineral oil. | Hoodoo Loam converts back into raw material when submerged for one hour in a bath containing 1 vials worth of mineral oil. | ||||||||||
Ignium | 500gp/lb | Masons tools | Ignium is solid stone with a turbulent fiery force visible just beneath the surface. Despite approaching the melting point of stone, it remains a sturdy building material. The intense heat spills out into the surrounding area, driving up the surrounding temperature and searing all that it comes in contact with. | Ignium is immune to any effect that would harm it due to cold. It emits bright light ina. 10-foot radius and dim light for an additional 10ft. It ignites flammable objects it comes in contact with. Worn and carried items usually include padding that protects the owner from this effect. Weapons made of ignium deal fire damage rather than their regular damage type, and deal and additional 1d6 fire damage from the natural property of ignium. Creatures wearing armour of ignium have resistance to cold damage. | ||||||||||
Ironwood | 3gp/lb | Woodcarvers | Even when freshly harvested, ironwood's grayish, pitted surface gives it the appearance of a petrified relic. Without the proper tools, carving ironwood is a slow and arduous process. | All ironwood items gain the benefit of both wooden and metal implements, and only suffer from downsides that affect both material types. For example, they are non-flammable despite being made of wood, and are immune to rust despite acting similar to a metal. | ||||||||||
Maritime Quartz | 35gp/lb | Smith or Jewelers | Maritime Quartz is a clear crystal that comes in a variety of shades of blue and green. Like many crystals, this material possesses a deep purity that allows it to channel magical power in an efficient manner. However, items made of maritime quartz are also suited to perform tasks of a less enigmatic nature. | An item made of maritime quartz that is being worn or held can function as an arcane focus dfor spells. Holding an item of maritime quartz does not prevent you from performing the somatic components of spells. | ||||||||||
Mithral | 25gp/lb | Smith | Mithral is a flexible metal, lighter than iron but just as hard. It has a natural pearly tone, as well as a silvery surface that glistens when polished. | Items made of mithral weigh half as much as comparable items. If mithral weapons don’t have the heavy property, they gain the finesse property. Otherwise, they lose the heavy property. Mithral armour pieces never impose disadvantage on Dexterity(Stealth) checks or have a strength requirement. | ||||||||||
Mourningsteel | 15gp/lb | Smith | Mourningsteel is a shiny metal suffused with streaks of brilliant crimson. Used predominantly for weapons, mourning steel hisses as it passes through the air, travelling faster and striking deeper than conventional weapons. | Tasks that require the cutting edge of a mourningsteel blade can be completed in half the time. Examples include cutting through a wall of vines, or sawing through a wooden board. Weapons made of mourningsteel ignore magical resistance to non-magical slashing damage. | ||||||||||
Obsidian | 10gp/lb | Masons tools | Obsidian holds the appearance of a shard of glass, but with a natural shade ranging from deep purple to black. Smooth and reflective, obsidian will often display its contours with a glossy sheen. | Coming into sharp contact with an obsidian object may cause a creature to take 1d4 piercing or slashing damage. Weapons made of obsidian deal either piercing or slashing damage gain the positive benefits of both damage types, and only suffer downsides that affect both damage types. When a creature makes a grapple attempt against a creature wearing obsidian armour, it takes 1d4 slashing damage. | ||||||||||
Skybough Amber | 1000gp/lb | Woodcarvers | Skybough amber has a brilliant white sheen, lime a luminous pearl. Warm and soft to touch, it leaves a pleasant milky scent in the air. Raw sap must be left to harden for two months before it becomes hard enough to work with. | Skybough amber weighs nothing, and it slowly floats to the ground when released. As the amber increases in temperature, its buoyant force increases. In hot conditions, it rises into the airand reaches equilibrium while bearing weight equal to its volume. In furnace like conditions, it can bear up to 10 times its weight equivalent before reaching equilibrium. When skybough amber ammunition is fired from a ranged weapon, or when a weapon with the thrown property is thrown, the range of the attack is doubled,. Melee weapons that dont have the thrown property gain it (range(20/60)), but dont have their range doubled. Additionally, weapons gain the finesse property. Creatures wearing armour of skybough amber fall at a rate of 60ft per round, dont take fall damage and can land on their feet. | ||||||||||
Stormphrax | 500gp/lb | Smith or Jewelers | Stormphrax is a crystal of concentrated lightning, elemental power incarnate. It takes the appearance of a pure, light blue crystal with bright tendrils of electrical power coursing below the surface. Despite maintaining a brittle integrity, it's instability makes crafting with it a difficult prospect. | When a fragment of stormphrax is snapped or destroyed, it annihilates and deals 3d10 lightning damage to each creature within 10ft of it. Even when stable, sparks jump to it from metallic surfaces within 10ft of it, and it constantly emits an audible buzzing sound. Any creature that comes in contact with it gets shocked and cant take reactions until the beginning of its next turn. Worn and carried items usually include padding that protects the owner from this effect. Weapons made of stormphrax deal lightning damage rather than its regular damage type, and a creature hit by one cant take reactions until the beginning of its next turn. Creatures wearing armour of stormphrax have resistance to lightning damage. | ||||||||||
Transcendental Bronze | 4000gp/lb | Smith | Transcendental Bronze is a soft metal with a burnished surface ranging in colour from coppery to golden depending on the angle of the light. A faint hum can be heard when the metal is touched by magic. | When transcendental bronze comes under the effect of a spell which lasts for 1 minute or longer, it internalises the spell, causing it to persist for 24 hours. The spell persists even if the caster fails to maintain concentration or chooses to end the spell. The caster still has full control over the spell, i.e., they can use a bonus action to reapply the damage of an internalised heat metal spell. When an internalised spell reaches the end of its duration, its effects immediently end on all creatures and objects beyond the bronze item. For example,. animate object cast on 1x bronze and 9x regular objects, the regular objects will be animate for 1 minute while the bronze object will be animate for 24 hours. Only one spell can be internalised at a time. Whenever a new spell becomes internalised, a previously internalised spell immediently ends if it has passed its duration or the caster did not maintain concentration. Armour made of transcendental bronze also internalises spells that were cast upon its wearer. If the armour is doffed, the spell's effect is suppressed until a creature dons the armour. | ||||||||||
True Ice | 500gp/lb | Smith | The enormous density of true ice makes it heavier than lead and stronger than steel. Though it looks much like regular ice, it's darker, stormier interior betrays its nature. A room containing true ice instantly feels chillier, and a creature in contact with true ice feels as though it's vital force is being drained from it's body. | True ice never melts, and is immune to any effect that would harm it due to heat. Any nonmagical flames that come within 5ft of true ice are automatically extionguished, and any creature that comes into contact with it has its speed reduced by 10ft until its next turn. Worn and carried items usually include padding that protects the owner from this effect. Weapons made of true ice deal cold damage rather than their regular, and a creature hit by this weapon has its speed reduced by 10ft until its next turn. Creatures wearing armour of true ice have resistance to fire damage. | ||||||||||
Eberron Dragonshards | ||||||||||||||
Eberron | ||||||||||||||
Khyber | ||||||||||||||
Siberys |