Crafting with Rare Materials Technology / Science in Raan | World Anvil

Crafting with Rare Materials

For the serious crafter there are many materials with which to make their crafts: varieties of wood that run from hard to soft, the carcasses of animals, and metals both precious and puissant. But beyond the simplicity of everyday materials lie the exotic: with traits both subtle and gross, whose leverage can mean the difference between mediocre and masterpiece.

This article breaks the materials into two sections: exotic materials, and supernatural materials.

Table of Contents

 

Exotic Materials

Exotic materials are unusual, but not flat out supernatural. As a rule, such materials are difficult to find, and expensive. As they are exotic, not supernatural, these items function without issue within areas of anti-magic.

Here is a quick reference for the exotic materials:

 

Metal Alternatives

The following examples are metal-alternatives that exist in the world of Raan. Armor made of these materials can be freely worn by druids. None of these materials are flammable, neither are they susceptible to attacks that gain advantage against metallic armor or weapons, nor do they respond to magnetism.

 

Ironwood

With a practiced eye and the knowledge of ancient alchemies, there are artisans who can fashion wood with the same strength and sharpness as any steel. These items are more difficult to make, as the shaping and treating happen at the same time, but by the same token also take less time to fashion. This is reflected having a DC 3 higher than a similar item made of iron, and a Complexity 1 less. As the alchemical process that creates ironwood is a one-way trip, any failure results in the destruction of the item being crafted.

 

Osseoferrus

In areas of the world where iron and other metals are scarce -- or would be rusted to oblivion in short order -- locals have devised a way to treat bone to harden it to the point of usefullness. Though there are many different techniques that were devised in many different parts of the world, the general term that has become attached to the resulting material is: Osseoferrus. Items made of Osseoferrus are generally easier to make, as the bone is carved into the proper shape before being treated, a process which can take a while. This is reflected by having a DC 3 lower than a similar item made of iron, and a Complexity of 1 less. Because the resulting object lacks malleability, it is impossible to make armors such as chain with osseoferrus, and any failure to craft with Osseoferrus results in the destruction of the item being crafted.

 

Alloys & Rare Earth

While iron is plentiful and strong, it isn't the only useful metal for making armor and weapons. Whether my virtue of alloy or rare earth element, these exceptional materials provide alternatives to your basic iron.

Crucible Accident
Should the crucible be spitting gobs of molten death like that?
 

Steel

The first real mark of a professional smith is their ability to create items not merely of hardened iron, but of proper steel. Whether through carburization or crucible, steel is stronger, more durable, and holds a better edge than simple iron. Steel weapons and armor resist not only wear and tear, but also the elements, with a strength that iron cannot match. As such, steel weapons and armor tend to resell for a bit more than your average iron items. The biggest thing in terms of crafting in Raan, however, is the fact that steel can be further refined into Wootz.

 
Wootz
Wootz Steel Blade

Wootz is a specific formulation of steel that is difficult to manufacture. A crucible steel that is prized for its sharpness, a slashing or piercing weapon made of Wootz finds its critical range increased by 1 (so a slashing weapon that rolls a critical on 20 would be a critical on a 19 or 20 if made of Wootz; if a class feature already does this, a piercing or slashing weapon would be a critical on 18, 19, or 20). Because of the delicate nature of the alloying and forging process, any failure destroys the materials, not just a catastrophe; a failed attempt to create Wootz results in unusable slag. As this is a complex process, and requires precision, the DC is 3 higher than normal for an item of its type, and its Complexity is 1 higher.

 

Mithral

Mithral Ore

This rare blue-grey ore is similar to steel when worked but much lighter. A mithral chain shirt or breastplate armor can be worn under normal clothes. Armor that normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement doesn't if made of mithral. Only armor made primarily of metal gains this benefit, so neither light armor nor hide can be made of mithral.

 
Mythal Silver
Mythal Silver Rod

A rare and powerful alloy of Mithral and Silver, Mythal Silver was originally a creation of the elves as a way to increase the natural beauty of both metals. Incredibly difficult to accomplish, and lustrous near to iridescence when crafted, Mythal Silver has the same lightness and strength of Mithral, but with additional benefits depending upon the type of item it is fashioned into. Mythal Silver is notoriously hard and time consuming to alloy, thus its DC is 6 higher than normal for an item of its type, and its Complexity is 1 higher.

  • A suit of Mythal Silver armor grants the wearer Advantage on saves against Poison, and resistance to Poison damage.
  • A weapon crafted of Mythal Silver is considered both magic and silver for the purposes of overcoming damage reduction. It also deals 1d4 additional damage of the weapon's type(s) when it strikes a creature with the [em]Shapechanger[/em] subtype.
  • A casting implement made of Mythal Silver grants a +1 bonus to Attack or Save DC when used to cast spells of the Divination school.
 

Adamantium

Adamant Ore

Adamant Ore is a rare and difficult to work metal. In its pure form it is wholly unsuitable for much of anything, save being a paperweight. Only by alloying it with iron and other rare metals can it be made usable for crafting useable armor and weapons. Adamantium isn't more difficult to work than iron -- if you can find any -- but the alloying process means the Complexity is 1 higher for anything made from it.

  • When fashioned into medium or heavy metal armor, they result in armor that negates critical hits against the wearer; any critical hit is treated instead as a normal strike.
  • A bludgeoning weapon made of Adamantium finds its critical range increased by 1. So a bludgeoning weapon that rolls a critical on 20 would be a critical on a 19 or 20 if made of Adamantium; if a class feature already does this, a bludgeoning weapon would be a critical on an 18, 19, or 20.
 

Meteoric Iron

Meteoric Iron Ore

Meteoric Iron is an exceedingly rare mineral, but no more difficult to work than iron. Unlike iron, however, a failure to properly craft with this material has explosive results; a mere failure ignites the material in an explosive cascade that destroys your material (and probably blackens your face), but a catastrophe can literally blow you to bits, as the explosion deals 4d10 fire and 4d10 bludgeoning damage in a 20 foot radius (Strength Save DC 15 for half damage).

What makes such a danger worth it, however, is the fact that Meteoric Iron weapons are always treated as magic for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. In addition, any weapon made of Meteoric Iron rolls three times its normal damage on a critical hit, not just two; so a dagger would deal 3d4 damage on a critical instead of 2d4, a greatsword 6d6 damage on a critical instead of 4d6.

 
Thunderbolt Iron

For those that believe Meteoric Iron isn't dangerous or powerful enough, there its its more dangerous and lethal cousin: Thunderbolt Iron. This requires the Meteoric Iron to be properly alloyed with Mithral or Adamantium, thus making the entire process more tedious and more difficult; as a result an item made of Thunderbolt Iron has a DC 3 higher than normal, and a Complexity 1 greater. Like Meteoric Iron, failure and catastrophe are explosive: a mere failure destroys the materials and deals 4d10 fire and 4d10 bludgeoning damage in a 20 foot radius (Strength Save DC 15 for half damage). A catastrophe, on the other hand, deals 8d10 fire and 8d10 bludgeoning damage in a 20 foot radius (Strength Save DC 15 for half damage).

Thunderbolt Iron weapons have a +1 bonus to attack and damage (which stacks with any magical enhancement that is added), and deal quadruple damage on a critical hit, not double: so a dagger would deal 4d4 damage on a critical hit, not 2d4; a greatsword would deal 8d6 on a critical hit, not 4d6.

 

Supernatural Materials

Am I forging the sword, or is the sword forging me?
Supernatural Ore Tempers The Smith

Supernatural materials go beyond the exotic and, while more difficult and dangerous to work with, have inherent power that is expressed in their resulting items. For armor and weapon, this is commonly reflected by having magic bonuses to their armor class or attack & damage, respectively. With other items, the possibilities are more random.

Supernatural materials have affinities. This means that when used to make certain types of objects, they reduce the DC by 3. So the DC required to craft a Crystal Ball out of Arcanite would be higher than trying to craft it out of Psicrystal, as Psicrystal has an affinity for Divination effects.

Here is a quick reference for the supernatural materials.

 

Metal Alternatives

The following are nonmetal supernatural materials.

 

Dragon Bone, Scales, and Leather

Green Dragon Scale Armor

Thanks to their inherent magic, the carcass of a dragon is a figurative (and in some cases literal) gold mine of powerful materials to be used in the crafting of magical items of various sorts. These items are more difficult to craft, however, and have a DC 3 higher than normal, but the complexity remains the same.

Catastrophes that occur when crafting with dragon parts generally have explosive consequences, causing a 10 foot radius of 4d10 elemental damage of the same type as the donor dragon's breath weapon (or energy immunity thus a catastrophe with white or silver dragon parts could deal cold damage, red or gold dragon parts detonate with fire, and so on.

In the case of dragon scales, however, a dragon need not die to provide them, as scales are lost and regrow on a continuous basis throughout the life of a dragon, as do the teeth of some species; metallic dragons, especially, have been known to make such gifts of their scales to brave heroes who have earned their confidence and assistance. Dragon skin makes for unparalleled leather. Finally, dragon bone can be treated to sufficient hardness that they may have weapons and plate armor made from them.

Note: armor made of dragon bone, scales, leather, and sinew is freely wearable by druids.

Dragon body parts have an affinity for the following:

  • The damage type and effects of their breath weapons.
  • Fear effects, especially if these are sound based.

Depending on what is being used, and what is being made, dragon parts can have the following properties:

  • Dragon skin and scales, when used to fashion armor (such as leather or scale mail, respectively), confers resistance to damage of the element(s) that matches the breath weapon.
  • Dragon scales and bone can be used to fashion shields.
  • Dragon bones, when used to fashion weapons, generally deal extra damage of the type associated with the breath weapon of the dragon.
 

Rare Metals & Metalloids

These materials are metallic or metal-like enough to be worked as such.

 

Arcanite

Arcanite is a supernatural material that has an affinity for arcane magic. It can be found rarely in the transitive planes, and even more rarely in pockets of concentrated arcane power. Most such areas on the material plane naturally attract dragons, so it is not uncommon to find the two of them together. Arcanite is extremely difficult to work and, like all supernatural materials, can be hazardous to have a catastrophe crafting with. Once you overcome this, however, work can be completed more quickly than normal. Thus objects made of Arcanite have a DC 6 higher than normal, but a Complexity of 1 less.

Catastrophes that occur when working with Arcanite affect the mind of the crafter, dealing 1d4 damage to their Intelligence and inflicting two levels of exhaustion on the crafter and nearby assistants. This damage to Intelligence remains until the last level of exhaustion is removed.

Arcanite has an affinity for the following:

  • Items that replicate effects from the Abjuration and Illusion schools of magic.
  • Implements for use by Intelligence-based casters.
 

Chlorophyte

Chlorophyte is a supernatural mineral that has an affinity for primal magic. It can be found growing in only the deepest, darkest areas of dense and ancient life in the natural world, and is thus rarely seen by those not well-attuned to the natural world. It can be found sparingly in the more dangerous areas of the Feywild, as well. Chlorophyte is extremely difficult to work and, like all supernatural materials, can be hazardous to have a catastrophe crafting with. Once you overcome this, however, work can be completed more quickly than normal. Thus objects made of Chlorophyte have a DC 6 higher than normal, but a Complexity of 1 less.

Catastrophes that occur when working with Chlorophyte affect the mind of the crafter, dealing 1d4 damage to their Wisdom and inflicting two levels of exhaustion on the crafter and nearby assistants. This damage to Wisdom remains until the last level of exhaustion is removed.

Chlorophyte has an affinity for the following:

  • Items that replicate effects from the Evocation and Transmutation schools of magic.
  • Implements for use by Wisdom-based casters.
 

Psicrystal

Amethyst psicrystal

Psicrystal is a supernatural mineral that has an affinity for psionic power. It can be found growing in beds that can be regularly harvested like a crop in the Enchanted Isles, who protect their harvesting beds with overwhelming force. When properly forged it has similar strength and weight to iron, but the transparency of glass. For this reason, those who have the proper environment to cultivate psicrystal usually choose to introduce a precious or semiprecious gem impurity that colors the cluster. Amethyst, emerald, citrine, and sapphire are all popular choices, but the most sought after are generally multicolor gems such as watermelon tourmaline or ametrine, and the rainbow psicrystal clusters they produce. Psicrystal is extremely difficult to work and, like all supernatural materials, can be hazardous to have a catastrophe crafting with. Once you overcome this, however, work can be completed more quickly than normal. Thus objects made of Psicrystal have a DC 6 higher than normal, but a Complexity of 1 less.

Catastrophes that occur when working with Psicrystal affect the mind of the crafter, dealing 1d4 damage to their Charisma and inflicting two levels of exhaustion on the crafter and nearby assistants. This damage to Charisma remains until the last level of exhaustion is removed.

Psicrystal has an affinity for the following:

  • Items that replicate effects from the Divination and Enchantment schools of magic.
  • Implements for Charisma-based casters.
  • Weapons for psionic subclasses.
 
Psicrystal Socketing
Weapon Crystals and Sockets

An export of the endless ingenuity and experimentation that goes on in the Enchanted Isle, socketable crystals allow for enchanted armor and weapons to be made modular; put in a specific Augment crystal and get a specific effect, mix and match them as necessary for the enemies that you face. To craft an enchanted suit of armor, weapon, or casting implement with a single socket increases the DC for the item by 6; crafting for two sockets increases the DC for the item by 12. A failure or catastrophe ruins the materials being used to craft it and is subject to any additional effect for failure or catastrophe imposed by any materials used.

 

Starmetal

Starmetal Ore

Starmetal is a supernatural mineral that has an affinity for divine power. It can be found in the far reaches of the outer planes, and occasionally falls to the ground on the material plane in glowing meteors with indigo tails. Starmetal is extremely difficult to work and, like all supernatural materials, can be hazardous to have a catastrophe crafting with. Once you overcome this, however, work can be completed more quickly than normal. Thus objects made of Starmetal have a DC 6 higher than normal, but a Complexity of 1 less.

Catastrophes that occur when working with Starmetal affect the body of the crafter, dealing 1d4 damage to their Constitution and inflicting two levels of exhaustion on the crafter and nearby assistants. This damage to Constitution remains until the last level of exhaustion is removed.

Starmetal has an affinity for the following:

  • Items that replicate effects from the Conjuration and Necromancy schools of magic.
  • Implements for casters who use physical (Str/Dex/Con) stats
  • Monk implements.

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