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Special Materials

In general, gear such as weapons and armour is made of iron by default. This is by far the most common material in use. Other materials are available, generally at a much greater cost.

Cold-Forged Iron  

This metal is mined deep underground and forged at a lower temperature to maintain its delicate antimagic properties. Many magical creatures are weak to cold iron weapons. If cold iron is forged into steel or other alloys, it loses its special properties and becomes ordinary iron. Chemically, cold iron is identical to regular iron, although anyone with spellcasting capabilities or magic sight can immediately tell the difference.

Special Effects: A thin sheet of Cold Iron prevents magical teleportation, clairvoyance, and summon effects from passing through. A tiny hole is all that is necessary for this protection to fail. A full suit of cold iron armour makes the wearer immune to magical detection (except for mail armour, as it is essentially full of tiny holes).

Cold iron is undetectable by magic of any sort, as is anything contained in cold iron (such as treasure in a cold iron chest).

You canét detect cold iron by trying to see what you canét detect. It just doesnét work like that.

A character wearing cold iron restraints cannot teleport or be summoned.

The presence of cold iron makes spellcasters feel slightly uncomfortable, although they take no actual penalties. The more cold iron, the more uncomfortable they feel.

It is more difficult to craft cold iron than regular iron. The DC to create anything increases by +2.

Durability : 5
Density : as iron
Density Multiplier : 1x
Cost: 10 sp /kg (and double the cost of the item after that increase due to the difficulty involved in forging)

Silver  

Silver acts as a magic conductor of sorts, in addition to being the weakness of a number of creatures (most famously lycanthropes, such as werewolves).

Special Effects:  

Magic Conductivity: If a spellcaster is touching a silver object, any spell he casts can originate from anywhere that same silver object touches. For example, if Mordok the Magician casts fireball while holding onto a 5m silver wire, the fireball can originate from the end of the wire, thus boosting the range by 5 m. Well-to-do Warlocks sometimes create large networks of silver wire in their homes to defend against marauders from safety. Smart well-to-do Warlocks think twice before doing this, because the marauders may be Wizards from the neighbouring arcane gang, and silver runs both ways.

Light: When a spell is cast through silver, the silver glows pale blue. This lights an area 50 cm per Power Point of the spell. Spellcasters can make silver glow without casting a spell as a 2SA, with an area of up to 50cm for every power point they are capable of casting. (a character with 5 ranks in Magic Power could light up an area with a radius of 2.5 m, for example).

Anchor Point: Objects made of silver are always an Anchor point, although casting a spell (any spell) through the silver makes the Anchored spell disappear.

Silvered Weapons: A silver-coated object (such as a pole, fork, or melee weapon) can allow a caster to cast Melee spells with the reach of the object or weapon rather than the caster's natural reach. The caster must have direct contact (skin to silver) with the object for this to function. When attacking in this way, the character uses his attack bonus for the weapon instead of his magic skill for checks to affect the target (anything written like Check: Magic Skill vs X). Silvered gauntlets allow an armoured caster to use silvered weapons without removing his gloves.
Durability: 2 (pure silver)
Armour Defence Bonus: +0 for silvered, -3 for solid silver (this weapon or suit of armour would be purely decorative, prohibitively heavy, and ridiculously expensive)
Cost: 250 sp/kg (one sp weighs roughly 4 grams).
Silver wire costs 10 sp per metre.
Silvered object: + 5 sp/ kg of the object. Does not significantly affect weight

Mithril

This light, silvery metal is mined far beneath the surface

Special Effects: Mithril is almost impossibly strong, and incredibly light. It is also easy to work with, as such any DCs for crafting mithril items are 2 lower than usual.

Mithril Weapons: Mithril   can only be applied to weapons usually made of metal. The Durability changes to 12, the weight is decreased by 50% and the cost increases by 500 gc (2500 mk) per kg of the original. In addition, some creatures are vulnerable only to weapons made of Mithril. Due to the decreased mass, bludgeoning weapons deal one die lower damage when made of mithril and gain no benefit from the material bonus to damage. Mithril piercing or slashing weapons deal +1 damage and become Armour-Piercing 1.

Mithril-Plated   Weapons : Can only be applied to weapons usually made of metal, and cannot be applied to weapons already made of mithril. Does not change the weaponés Durability or weight, but counts as if it was made as Mithril (not the base material) for creature weaknesses. Increases the cost by +20 gc per kg of the original, or +10 gc per kg if it is a hafted weapon. Mithril plating does not affect the weight of the weapon, or the damage of bludgeoning weapons.

Mithril Armour: MIthril armour costs an extra +500 gc per kg of armour, and can only be applied to armour usually made of metal. Decrease the weight of the armour by 50%, and increase the defence bonus by +7. Can only be applied to armour listed as made of iron.

Durability : 12
Armour Defence Bonus: +7
Weight: Half as much as Iron
Cost :  
Raw Mithril : 250 gc/kg (ten times as much as gold)
Solid Mithril object : +250 gc / kg of the original
Mithril-Coated Weapon : +20 gc / kg of the weapon, or +10 gc if its hafted

Bronze

Special Effects:  Bronze is much easier to work with than iron is, though it is more expensive. Creating an object of bronze has a Engineering DC of one lower than it would be to make it out of iron.

Some creatures are vulnerable to bronze weapons, and others can't stand the touch of iron, so they use bronze instead.

Durability : 5
Density : 8.58
Density Multiplier : 1.1x
Material Bonus: no change
Cost: twice as much as iron

Name

Durability

Paper, Cloth

-3

Glass, Ice

-2

Dirt, Mud

-1

Soft Leather

-1

Treated Leather

1

Silver, Gold, Lead

2

Wood

3

Aluminum*

3

Bronze

5

Stone

5

Iron

5

Refined Steel

7

Titanium*

7

Cerametal

9

Mithril*

12

Adamantine

13



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