Other Crafting Materials

There are many other strange materials used for crafting throughout the world of Abraeas’Dor, including many different methods and tools needed to craft with them. These are a number of other magical materials found throughout the world that can be used for crafting and modifying gear. Look through here to see the prices of units and the benefits that come with them.

Firebrass - Bright Red Copper with a bright white sheen - 2,500gp per ingot

  • (5e) - Melee attacks made with Firebrass weapons deal an additional 1d6 fire damage

  • (3.5e) - Melee attacks made with Firebrass weapons deal an additional damage die of fire damage

  • Armor Bonus: Armor made from Firebrass grants you the ability to cause your armor to shed fire and light, creating a 10ft aura of radiant light. Creatures within the radius must make a DC 14(Dexterity/Reflex) save or take 3d6 radiant damage. This aura lasts for 1 minute.

  • Resistance(3.5e): Firebrass armor grants the wearer damage resistance 1 to Fire and Radiant damage

  • Resistance(5e): Firebrass armor grants the wearer resistance to Fire and Radiant damage.

Smokeleather - Dark Grey with a smokey aura - 2,000gp per roll

  •  Armor Bonus: Light Armor made from Smokeleather grants the wearer the ability to turn invisible when hiding in shadows, as if they are under the effects of the Invisibility spell.

  • Resistance(3.5e): Smokeleather armor grants the wearer damage resistance 1 to Necrotic damage

  • Resistance(5e): Smokeleather armor grants the wearer resistance to Necrotic damage

Stoneward - Light grey Iron with a white, foggy aura - 3,000gp per ingot

  • Armor Bonus: Armor made from Stoneward grants the wearer the ability to use their Reaction(5e)/Immediate Action(3.5e) to have your armor disassemble and fracture into thousands of shards when you are hit with a melee attack. These fragments for the attacker to make a DC 15(Dexterity/Reflex) saving throw. On a failed save, the target is hit with 8d4 piercing damage, taking half-damage on a successful save. The armor can do this 2/Day.

  • Resistance(3.5e): Stoneward armor grants the wearer damage resistance 3

  • Resistance(5e): Stoneward armor grants the wearer resistance to bludgeoning damage.

Frostweald - White Aspen Wood with a crisp ice blue cracked texture - 3,000gp per piece

  • Weapon Bonus: (Staff, Bow, Crossbow, Traditionally Wooden Weapons): A weapon made from Frostweald grants the wielder the ability to travel through snow at a normal pace without setbacks and enables the wielder, as an Action(5e)/Standard Action(3.5e) to cast the Frost Fingers Spell(5e)/Glacial Ward spell(3.5e). You can do this 3/day

  • Weapon Damage(5e): Frostweald Weapons deal an additional 1d4 Cold damage on an attack

  • Weapon Damage(3.5e): Frostweald Weapons deal an additional 2d4 Cold damage on an attack

Shimmer Silk - Pale gleaming white threads and cloth, ripples like a white pond - 4,000gp per spool

  • Armor Bonus: (Studded Leather, Leather, Fine Clothes): A piece of clothing or armor made with shimmer silk grants the wearer the ability to turn invisible while in bright sunlight for 1 minute, 2/Long Rest. At base level, without the ability being used, the wearer of shimmer silk takes on an ethereal visage, and is remeniscent of the divine. This cloth never gets dirty, resists being burned, and grants the wearer darkvision of 60ft(5e)/Darkvision of 60ft(3.5e). The wearer gains resistance to Radiant damage(Damage resistance 2 for Radiant for both 5e and 3.5e).

Glory Gold - Shining, never dirty, magical gold - 3,500gp per ingot

  • Jewelry/Magic Item Bonus(Amulets, Rings, Earrings, Metal Magic Items): Amulets and Rings made with Glory Gold never need to be cleaned, and they gain the ability to store sunlight for 1 week at a time, releasing sunlight in a 20ft radius centered on the wearer for 1 hour when activated. In addition, when a magic item is coated with Glory Gold, the magic item grants the wearer Resistance to Radiant Damage(5e)/Radiant Damage Resistance 2(3.5e). The sunlight released from Glory Gold jewelry and magic items counts as real sunlight, and affects creatures that are harmed or handicapped by sunlight.

  • Armor/Shield Bonus(Tower Shield, Steel Shield, Shield(5e), All Metal Armors, and Studded Leather): Shields and armor adorned with Glory gold gain the ability to store sunlight over an 8 hour period and release the sunlight as a Bonus Action(5e)/Swift Action(3.5e) in a 20ft radius centered on the weilder. This sunlight acts as if it were true sunlight, affecting creatures that are harmed or handicapped by sunlight.

Dreadstone - Strange, living rocks covered in an ash-like substance and leaking black, odorless smoke - 4,000gp per pound

  • Armor/Weapon Bonuses(All Bludgeoning Weapons, All Shields, and Heavy Armors): Armor made from Dreadstone converts bludgeoning damage taken into damage that can be pushed through your weapons, and while in caves and caverns, the wearer grants a +5 to Stealth(5e)/+10 to Hide(3.5e). Weapons made with Dreadstone must all be bludgeoning weapons, but these weapons deal an additional 2 damage die of their normal damage in irresistible bludgeoning damage.

Irestone - This heavy black stone material is far heavier than regular stone, unnaturally so. The stone seems to have veins of dark blue and its surface sometimes releases a pulse of necrotic energy - 2,000gp per lbs. 

  • Armor Bonus: When armor is made from this material, the wearer gains Darkvision of 120ft, can see through magical darkness at the same distance, and when a creature wearing armor heavily enhanced with this material or wears armor made with it goes down to zero hitpoints, they gain a temporary undead status, classifying as undead and gaining 15 temporary hitpoints(5e)/Gain back 15 hitpoints. The wearer classifies as indeed until they complete a long rest. In addition, when the wearer of this armor is hit with smites or holy water, the wearer takes double damage. 

  • Resistance(3.5e) - The wearer of armor made from this material gains Cold, Necrotic,Thunder, and Acid Resistance 3

  • Resistance(5e) - The wearer of armor made from this material is able to grant themselves Cold, Necrotic, Thunder, and Acid Resistance for 1 minute, once per day.

  • Weapons(3.5e) - Weapons made from this material grant the user an additional 2 damage die of cold damage and 1 additional damage die of thunder damage. 

  • Weapons(5e) - Weapons made from this material grant the user an additional damage die of cold damage and an additional damage die of thunder damage.

Savant-Steel - This rare material seems to be a perfected steel metal with a vibrant glowing white sheen of liquid, that moves and resembles liquid mercury - 4,200gp per Ingot

  • Armor Bonus: When you wear armor made of or enhanced by this material, you gain heightened senses, and gain a +3 Dodge Bonus(3.5e)/A static +2 bonus to your AC(5e), and become immune to being grappled, your armor slipping you out of the enemies grasp. 

  • Weapon Bonus: When you wield a weapon made with this material(only Slashing and Piercing Weapons), You gain a static +2 bonus to your attack and damage rolls and your attacks deal an additional 2 damage die of either slashing or piercing damage. 

  • Resistance(3.5e) - When you wear armor made of or enhanced by this material, you gain bludgeoning resistance 3

  • Resistance(5e) - When you wear armor made of or enhanced by this material, you gain resistance to bludgeoning damage. 

Daevirr - This solid black or white metal feels like standard Iron, but weighs significantly more, and thrums and vibrates when it comes in contact with daean energy/divine energy. Used often to contain and temper pure divine energy - 6,500gp per Ingot

  • Not often used for armor or for weapons, this material is able to contain enough divine energy to light up a city for several years. This material is able to be modified extremely thoroughly to wield divine powers, contain divine power, and harm divine entities, and is extremely susceptible to divine enchantments. 

  • Shackles and Cages made with this material enable the user to capture, stifle, or contain divine energy, divine beings, or entities with power levels of the divine. 

Saaremite - This strange light green copper is pearlescent and switches between light green and light red in the sunlight, and has a slight rainbow sheen of colors just on the surface of the metal - 4,000gp per Ingot

  • Armor Bonus: This material is extremely lightweight, similar to Mithril, and has the same benefits as armor made from Mithril, but in addition, armor made from this material offers the wearer the ability to commune with nature, enhances the wearers riding ability, granting them advantage on checks to stay mounted(5e)/grants the wearer a +5 bonus to Ride checks(3.5e), and offers the wearer the ability to speak to animals, cast Conjure Animals once per day(5e)/cast Summon Natures Ally I or II once per day each(3.5e). Finally, when you wear armor made from or enhanced by this material, your senses are heightened, and you gain a +5 bonus to Perception(5e)/+5 Bonus to Spot and Listen(3.5e) checks while you wear this armor. 

  • Weapon Bonus: Weapons made from this material deal an additional damage die of damage and deal an additional 2d4 Poison and 2d4 Acid damage on a hit. 

  • Resistance(3.5e) - While you wear armor made from or enhanced by this material, you gain Poison Resistance 4 and Acid Resistance 4

  • Resistance(5e) - While you wear armor made from or enhanced by this material, you are able to gain resistance to Poison and Acid damage for 1 minute, once per day

Bathran - This bone material seems to be made from the melted and melded bones of animals, humanoids, and monsters, taking on a traditional ivory color, this material is classified as Evil in Alignment - 8,000gp per Ingot

  • Armor Bonus: Wearing armor made from this material grants the wearer the ability to Speak with the Dead at will, enables the wearer to resist rotting, resist cold, and resist fire, but curses the wearer to be unable to feel pain or speak any language other than Infernal. While you wear armor made from or enhanced by this material, your armor class jumps by +3 at base, but your curse for wearing the armor causes you to lose 1d4 hitpoints per round in combat, the curse activated when fighting begins. If you die while wearing this armor, you are unable to be resurrected through any means, even taking the armor off. 

  • Weapon Bonus: Wielding weapons made with Bathran is considered a war crime, and is punishable through different types of sentencing throughout Abraeas’Dor. When you make an attack with this weapon, enemies that go down are dead immediately and cannot be resurrected through any means except the Wish spell. In addition, your attacks deal an additional 4d6 Necrotic and 4d6 Acid damage on a hit. These weapons are always at base a +3 for the purpose of Attack and Damage rolls. 

Withering Leather - Messy Black Spools of Wretched Leather that give a slight odor of decay - 2,500gp per spool

  • Armor Bonuses: Leather, Hide, and Studded Leather Armors): Armor made from Withering Leather smells slightly of decay, almost entirely unnoticeable. Armor made with this material grants the wearer the ability to be undetected by undead as if protected through magical means, and 1/Long Rest, the wearer can transform into an undead of CR 6 or lower for 1 hour.

  • Gear Bonuses: (Quiver's, Backpacks, Traveler's Clothes, Leather or Fabric Adventuring Items): Adventuring gear made with Withering Leather grant the wearer the ability gain Advantage on checks to stealth around Undead(5e)/grant the wielder a +10 to Move Silently and Hide Checks(3.5e) to navigate around the undead. While you wear gear made from Withering Leather, you are perceived as the undead creature type when examined through magical means.

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