Magical Material and Properties Table in Ibeos | World Anvil
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Magical Material and Properties Table

Metals/Rocks/Gemstones

These alternate crafting items are meant to serve to add a touch of character personalization, world-building, slight bonuses, and flavor. (Only one material can be used per item crafted. You cannot stack equip items of the same type, and if you choose to change you may do so as an action. DC to craft is set by rarity and price. Gold is listed per gemstone for stones, and per pound for metals and materials. Some prices are due to how rare a material is and not due to its mechanical benefit. Some Items can become stronger than the properties listed based on purity and absorbed magical essence) A * denotes that this material can only be used to create the typical item listed.

                 Name                                                                            Description Price Magical Property/Typical Items
Enigma Stone A mysterious, glowing stone with unknown powers that are often sought out by collectors. 500GP Allows the wearer to communicate telepathically with a single creature within 30 ft once per day./ Necklaces, Rings, Hats.
Voidglass A transparent, otherworldly substance that is infused with necrotic energy, and can be used to create magical weapons. 500 GP Grants +1 to attack rolls and deal and extra 1d6 necrotic damage to magical creatures/ Simple and Martial Weapons
Elerium A golden, magically conductive metal that is highly prized by alchemists and artificers 500 GP +1 to AC and +1 to saving throws against arcane spells./ Armour
Umbrasteel A black, ultra-durable metal 600 GP When hit by a spell attack, roll a D20, on a Nat 20 you negate the damage for yourself. (this does not negate the spell in its entirety like counterspell)/ Shields*
Celestium A shimmering silver-white metal that seems to shift color before the eye 550 GP Provides +1 bonus to Charisma and Persuasion checks when interacting with celestial beings.
Aurum A bright yellow metal that gleams and shimmers in the light. It is known for its soft glow in the dark, which is caused by the inherent magical energy contained in the metal. 500 GP Provides +1 to attack rolls made with ranged weapons and deals an additional 1d4 radiant on a hit./ Ranged Weapons*
Cobaltin A deep blue metal with a shimmering, almost iridescent finish. 500 GP Spells related to cold and ice cast have their duration extended by 50% and damage increased by 1d4/ Spell Foci*
Emberruby A deep red gemstone with a fiery, glowing appearance. 400 GP Spells related to fire damage cast have their duration extended by 50% and damage increased by 1d4/ Spell Foci*
Ghostsilver A shimmering white metal that appears almost translucent in certain lights. 500 GP Advantage on stealth checks and advantage on deception (when passing yourself off as another person)./ Armor, Shields*
Infernite A glowing orange metal that resembles molten lava. 400 GP Resistance to fire damage/ Armour, Shields*
Oceanite A pale blue gemstone that resembles a frozen wave. 500 GP When wearing, can increase swim speed by 10ft for an hour, once per long rest./ Amulets, rings
Quicksilver A shimmering silver metal that appears to move and flow like a viscous liquid. 600 GP +1 bonus to AC and have advantage on DEX saving throws/ Shields, Armour*
Stormsteel A bright white metal that seems to softly crackle and spark with electricity. 400 GP Spells related to lightning and thunder cast have their duration extended by 50% and damage increased by 1d4./ Spell Foci*
Sunstone A bright yellow gemstone that seems to radiate a warm golden light. 500 GP Spells related to light and radiant damage cast have their duration extended by 50% and damage increased by 1d4./ Spell Foci*
Wildwood A dark green metal that resembles the bark of a jungle tree. 400 GP +1 bonus to AC and advantage on CON saving throws./ Armour. Shields*
Dragonsteel A shimmering silver metal. It has a reflective surface and a pattern that resembles the scales of a dragon 5,000 GP Resistance to Dragon Breath Damage/ Shield, Armour*
Necrosteel A metal with a dark midnight-black color, that flickers like a shadow. 6,000 GP Immunity to the poison condition/ Shield, Armour*
Arcane Brass A golden metal with a swirling pattern that resembles the patterns of the stars in the night sky. 5,000 GP Can cast detect thoughts for no cost once per long rest/ Arcane Foci*
Chrono Platinum Bright almost blinding white metal, that has an ageless, non-decaying property. 25,000 GP Can cast time stop once per long rest./ Arcane Foci*
Faeiregold A shimmering green metal that has a pattern that resembles fallen leaves 5,000 GP Can cast suggestion spell once per long rest./ Arcane Foci*
Shadow Opal A dark, smoky gemstone 6,000 GP Spells related to illusion cast have their duration extended by 50% and you may cast mirage arcane once per day.
Elementium A bright, multi-colored gemstone. Comes in a range of colors, including deep red, bright yellow, and dark blue. 5,000 GP Spells related to elemental damage have their duration extended by 50% and damage increased by 1d8./ Spell foci*
Eternadiamond A gemstone with a bright, sparkling blue color 2,000 GP Spells related to divination have their duration extended by 50%./ Spell Foci*
Solarium A golden metal, with bright round orange spots 500 GP +1 to attack and damage rolls. Extra 1d6 radiant on a hit./ Simple and Martial Weapons*
Midnightbronze A dark bronze speckled with purple 500 GP +1 to attack and damage rolls. Extra 1d6 psychic on a hit./ Simple and Martial Weapons*
Starsteel A shimmering silver metal with streaks of glowing indigo. 500 GP +1 to attack and damage rolls. Extra 1d6 cold on a hit./ Simple and Martial Weapons*
Dragonheart A deep reddish brown gemstone 500 GP +1 to attack and damage rolls. Extra 1d6 fire on a hit./ Simple and Martial Weapons*
Celestite A bright pastel blue gemstone with swirls of white-like clouds. 500 GP +1 attack and damage rolls. Extra 1d6 lightning on a hit./ Simple and Martial Weapons*
Demonfire A glowing orange gemstone with constantly moving swirls of blue. 500 GP +1 attack and damage rolls. Extra 1d6 thunder on a hit./ Simple and Martial Weapons*



Fabric, Hides, and Feathers


Name Description Cost Magical Properties/ Typical Items
Pheonix Feather A rare golden feather, from an elusive bird. 6,500 GP/Feather Can cast fireball once per long rest/ Hats, Gloves*
Celestial Hide A rare hide from celestial beings 2,000 GP Resistance to piercing and Slashing damage. /Armour*
Obsidian Scale A hide from certain species of reptiles in Antonia 500 GP Resistance to slashing damage./ Armour*
Pegasus Mane A mane shaved from a Pegasus 2,000 GP Can cast long strider once per long rest./ Hats, Boots*
Satyr Hoof A hoof from the rarely-seen Satyr, from the Feywild 2,000 GP Can cast the jump spell once per long rest./ Wondrous Item*
Manticore Tail A tail from a Manticore 600 GP +1 on attack and damage rolls. Extra 1d6 poison damage./ Simple and Martial Melee Weapons*
Giant Gecko Skin Skin from the body of the giant Geckos of Antonia 500 GP Climbing Speed equal to walking speed/ Boots, Cloaks*
Giant Anteater Fur Fur from the body of a giant Anteater of Southia 500 GP Resistance to poison damage/ Cloak, Armour.*
Giant Electric Eel Hide Scales from a giant Electric Eel 250 GP/Scale Extra 1d4 lightning damage on a successful hit./ Arrows, Bolts. *
Giant Elephant Tusk A tusk from a Giant Elephant 300 GP/ Tusk Extra 1d6 Bludgeoning on a successful hit./ Simple and Martial Melee Weapons*
Giant Snake Skin Skin from a giant Snake 100 GP +1 to deception and +1 to perception/ Hats*
Sea Serpent Skin Skin from an Ocean Serpent 750 GP Can Breathe underwater once per day for an hour and have +10 Swimming Speed/ Hats, Boots
Ancient Sphinx Eye An eye from an ancient Sphinx 13,000 GP +3 to insight and gives True Sight for 10 minutes once per long rest./ Hat, ring, necklace*
Elder Pegasus Hoof A hoof from an elder Pegasus 2,000 GP Can cast detect good and evil once per long rest/ Wondrous Item*
Cyclops Hair Hair from a cyclops that has grown hair 20,000 GP +2 to strength/ Hat*
Minotaur Horn A horn from a Minotaur 20,000 GP Advantage on detecting traps and hidden doors.
Dragon Eggshell An eggshell from a dragon hatchling 20,000 GP Gives a breath weapon (see rules for Dragonborn breath weapon) and resistance depending on the dragon it came from.
Giant Scorpion Tail A tail from a giant Scorpion 5,000 GP On a Nat 20 the target of a hit suffers the condition paralyzed for one hour/ Simple and Martial Melee Weapons.*
Giant Bat Eye An eye from a giant bat 5,000 GP Gain Darkvision within 30ft/ Hat, ring, necklace*


Other


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