Smelting Bars in Volatia | World Anvil
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Smelting Bars

Smithing Level Ore Product Bar Armor Effect Weapon Effect Set Effect DC Value
1 Copper (1) Copper +1 damage from Lightning/Cannot be enchanted Cannot be enchanted None 3 4cp
1 Copper (1)+ Tin (1) Bronze Cannot be enchanted Cannot be enchanted None 5 5cp
1 Iron (2) Iron Cannot be enchanted Cannot be enchanted None 6 2sp
2 Iron (2)+ Coal (2) Steel None None None 8 3sp
2 Silver (2) Silver +1 bonus to Persuasion Counts as silvered None 9 4sp
2 Orichalcum (2) + Coal (2) Orichalcum Gains advantage on saves against Charm. Cannot be forced to drop by magical means. None 10 1gp
2 Thundinite (2)+ Coal (2) Thundinium When you take nonmagical Bludgeoning damage, you can instead take it as Thunder damage Targets must make a Constitution save (DC 12) when critically hit or be Deafened. None 12 2gp
2 Gold (2) Gold +2 bonus to Persuasion +1 bonus to Intimidation None 13 4gp
3 Pestilite (2) + Coal (2) Pestilum -1 damage from Poison +1 Poison damage Poisonous 11 2gp
3 Glacite (2) + Coal (2) Glacium 1 damage from Cold/ Cools wearer +1 Cold damage Frozen Step 11 2gp
3 Abyssal (2) + Coal (2) Abyssal 1 damage from Fire/ Warms wearer +1 Fire damage Combust 11 4gp
3 Ravenstone (2) + Iron (2) Refined Ravenstone -1 damage from Necrotic +1 Necrotic damage Darkness Affinity 12 2gp
3 Whisperrock (2) + Iron (1) Refined Whisperrock -1 damage from Psychic +1 Psychic damage Clairsentience 12 2gp
3 Kinetocite (2) + Silver (2) Kinetocine Once per long rest, when someone rolls max damage on their damage dice against you, they reroll those dice and must use the new roll. If you moved with your full movement this turn, gain +1 damage on melee attacks until the end of your turn. None 12 2gp
3 Iron (2) +  Coal (4) + Dwarven Forge Dwarven Steel -1 damage from Bludgeoning +1 Bludgeon damage/Gains Siege property None 13 3gp
3 Iron (2) +  Coal (4) + Elven Forge Elven Steel Once per long rest, when you succeed on a save against Charm, you reflect the charm back at the source. Once per long rest, when you successfully hit a creature, you can attempt to Charm it (DC 12 Wisdom Saving throw). None 13 3gp
3 Iron (2) +  Coal (4) + Orcish Forge Orcish Steel -1 damage from Piercing Once per long rest, when you successfully hit a creature, it must make a Constitution save (DC 12) or be Bleeding. A Bleeding creature takes 1d4 slashing damage at the start of its turns, and can then repeat the save. Bleeding can also be stopped by using an action to dress the wound. Bloodied 13 1gp
3 Lansith (2) + Iron (1) Refined Lansith Light and Medium armors can use your spellcasting ability modifier for their AC increase instead of Dexterity. Gains a +1 to Attack rolls against creatures that cast a spell on their last turn. None 14 6gp
3 Obsidian (1) Refined Obsidian -1 damage from Slashing +1 Slashing damage Blast Resistance 15 4gp
4 Magnetite (3) -Magnetine- -1 damage from Force +1 Force damage Magnetic 12 4gp
4 Mithril (2) + Coal (6) -Mithril- Counts as "Mithril Armor" If the weapon is not 2-Handed, it has the Finesse property. Weapons made of mithril cannot have the Heavy property None 13 7gp
4 Meteorite (1) + Silver (1) -Meteorite- -1 damage from Thunder +1 Thunder damage Low Gravity 14 6gp
4 Urdrakhite (2) + Coal (4) + Iron (1) -Urdrakhine- After you take a critical hit from a melee attack, the creature that hit you must make a Strength saving throw (DC 12) if it is not more than two sizes larger than you. On a fail, it is pushed 15 ft. away and is knocked prone. When you score a critical hit, you may choose to reroll all your damage dice and choose the higher of the two sums as the damage for that hit. None 16 8gp
4 Malachite (2) + Coal (6) -Malachine- Gains resistance to 1 random elemental damage type Ignores resistance to 1 random elemental damage type None 17 1pp
4 Infernal (1) -Infernal- 1d4 damage from Fire/Warms wearer/Cannot be equipped by a person with the “good” alignment. +1d4 Fire damage/Cannot be wielded by a person with the “good” alignment. Fiendish 18 1pp
5 Hexinite (1) + Gold (2) -Hexinine- Once per long rest, when you successfully save against a single target spell, you can reflect that spell back at its source Once per long rest, when you successfully hit a creature, you can attempt to drain a spell slot from it. That creature must make an Intelligence Saving throw (DC 12) or have it's lowest spell slot removed (to a minimum of 0). Magic Resistance 20 6pp
5 Adamantite (1) + Coal (8) -Adamantine- Critical hits against you become normal hits. You automatically critically hit objects not made of adamantine. None 21 3pp
5 Plasmite (1) -Stellar- -1d4 damage from Radiant/Cannot be equipped by a person with the “evil” alignment. +1d4 Radiant damage/ Cannot be wielded by a person with the “evil” alignment Angelic 23 6pp

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