Special Crafting Materials in Midgard | World Anvil

Special Crafting Materials

Special Materials

Rules for Special Materials

The following general rules apply to arms and armor constructed using special materials:
  • Armor and shields constructed using adamantine, dragon hide, and tarrasque have a base cost equal to twenty times that of the same item made exclusively of normal materials; these materials require a master smith to forge them into armor and weapons. Armor and shields constructed using other special materials have a base cost equal to ten times as much.
  • Weapons made of special materials vary in price, typically costing upwards of 2,000. In addition, weapons made of special materials automatically possess the silvered and magical tags, which count when determining the cost of any subsequent upgrades.

Special Materials

On your adventures you may encounter or have the opportunity to create equipment constructed using the following special materials:
  • Adamantine. An ultra-hard alloy of adamant and electrum. Adamantine is black with a green tinge that sharpens to purple-white under light from most magical sources. Armor made of adamantine reduces incoming bludgeoning, piercing, and slashing damage by 3 if it’s heavy armor, or 2 if it’s medium armor. Shields made of adamantium have a +1 bonus to AC. Equipment made of adamantine can’t be destroyed, damaged or suffer from wear. Critical strikes against a creature wearing adamantine do not do extra damage. Weapons and ammunition made of this material auto crit on objects.
  • Angelskin. Armor made of angelskin radiates a Good Aura and creatures wearing it are considered of good alignment even if they arn't. Evil creatures wearing this armor cannot be detected by spells such as Detect Evil. Spells or affects that effect creatures of evil alignment do not effect a creature wearing armor made of this material.
  • Blood Crystal. Weapons made of blood crystal drain a creatures life force on hit and heal the user. All attacks deal an extra 1d4 necrotic damage and the user regains that many hitpoints. Does not work against undead or constructs.
  • Cold Iron. A rare pure-formed iron, mined deep under- ground and forged at lower temperatures to preserve its delicate properties. Weapons made of cold iron deal an additional weapon damage die against fey creatures.
  • Darkwood. This rare magical wood has similar properties to beech, oak and yew for bow-making while being extremely light and durable. Longbows and heavy crossbows made of darkwood don’t have the heavy property.
  • Deep Crystal. Deep crystal is a mineral of above-average quality found at the heart of large veins or deposits, and is renowned for its strength and magically resonant nature. Weapons made of deep crystal can be used as a spell-casting focus.
  • Dragon Hide. A rare type of leather and metal armor made from the supple underbelly hide or scales of a dragon. While wearing dragonhide armor you have resistance to the damage type associated with the dragon from which it is made (for example, blue dragonhide armor confers resistance to lightning damage). The wearer also has advantage against the breath attacks of dragons. Weapons made of dragon hide deal an additional 1d6 damage associated with the dragon from which it is made. Additionally when you hit a dragon with this weapon, it takes an extra 2d6 damage of the weapon’s type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type.
  • Darkleaf Cloth. Darkleaf cloth can be used to make light and medium armor. It weighs half as much and medium armor can now use your Dex modifier to a max of 4.
  • Ectoplasm. Ectoplasm is a material left behind from ghosts, wraiths, specters, etc. The material is rare and unique as unless magically preserved, it vanishes after an hour. Weapons made from this materials negate bonuses to AC granted from worn non magical armor.
  • Eel Hide. Eel Hide can be used to make light and medium armor. While wearing the armor you have resistance to lightning and medium armor can now use your Dex modifier to a max of 3.
  • Elysian Bronze. Weapons made of Elysian Bronze do +1 damage on hit, once you hit a creature with the weapon you have +1 to attack rolls against creatures of that type for 24 hours or until you hit a creature of a different type. Armor made of Elysian Bronze reduces Bludgeoning, Piercing, and Slashing damage from natural attacks of creatures by 3.
  • Fire Forged Steel. Armor made from Fire Forged Steel grants the wearer resistance to fire damage. Weapons made of Fire Forged Steel do 1d4 extra fire damage. If you are also wearing armor made of the same material the weapon instead does 1d6 extra fire damage.
  • Frost Forged Steel. Armor made from Frost Forged Steel grants the wearer resistance to cold damage. Weapons made of Frost Forged Steel do 1d4 extra cold damage. If you are also wearing armor made of the same material the weapon instead does 1d6 extra cold damage.
  • Griffon Mane. Creatures wearing Griffon Mane do not need to concentrate on the fly spell and gain an additional 20 ft of flying speed whenever they are flying, with wings, the fly spell, on a mount, etc.
  • Hardened Coral. Hardened coral is a material most popularly used by aquatic races. Armor made using these materials suffer no penalty while in water.
  • Ironwood. Ironwood is a magical substance created from normal wood by druids. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells and effects that affect metal do not affect ironwood, whereas spells that affect wood do—although ironwood will not burn.
  • Living Steel. The green metal made of Living Steel repairs itself if broken. Additionally whenever a creature rolls a nat 1 with a weapon attack against you while wearing armor made of this, it must make a DC 20 Constitution saving throw or else its weapon breaks.
  • Mithral. Known to the dwarves as truemetal, this shining silvery-blue metal is lighter than steel yet just as durable. Equipment made of mithral weighs only half as much as the same item made of normal metals, and has no Strength requirement. Additionally, armor made of mithral can be worn under normal clothes, and doesn’t impose disadvantage on Dexterity (Stealth) checks when it other- wise would. Small creatures do not have disadvantage on attack rolls with heavy weapons made of mithral. Weapons without the heavy property of finesse.
  • Shadowsilk. Highly prized by assassins and cutpurses, shadowsilk is cloth made from magically woven shadow- stuff. While wearing normal clothing or a gambeson made of shadowsilk and no other armor, you have advantage on Dexterity (Stealth) checks when attempting to hide in dim light or darkness.
  • Tarrasque. Tarrasque materials are extremely rare to come upon and are highly sought out far and wide. A tarrasque's carrapace can be used to create plate based armor. Armor made from this material grants the user resistance to damage from spells. In addition whenever the user is targeted by magic missile, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6 the user is unaffected by the spell, and the effect is reflected back at the target.
  • Viridium. Weapons made of Viridium have a chance of causing exhaustion when you score a critical hit. Upon a critical hit a creature must make a DC 13 Constitution saving throw or take one level of exhaustion.
  • Wyroot. Weapons made of Wyroot steal the life force of those hit with it. Upon hitting a creature the weapon gains 1 life point and can store up to 3 life points. As a free action the user can convert the life points into Ki or Sorcery points.

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