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.

Liquid-Metal - Maleor

What is Maleor? This enchanted and liquified metal is imbued with the runes of liquid and solid from the molecular runes in the heiran runic magic system. This metal is reactive, highly effective at deflecting ranged weapons, and is used heavily by the Dwarves and Brottoans, with the secondary users being the Abirrians and Alitheans. This metal is expensive to purchase due to the difficulty and time required to turn normal metals and materials into Maleor, which is done during the melting process at arcane forges. 

Maleor grants weapons shapechanging abilities, turning them into different weapons as a Bonus Action(5e)/Swift Action(3.5e), and Armor grants a +1-+5 to the wearer’s Armor Class, depending on the type of Maleor Metal being used to imbue and attune to items or weapons. 

It takes three flasks to cover and imbue a martial weapon, taking only one flask to imbue a metal simple weapon. It takes 5 Flasks to cover heavy armor, 3 flasks to cover medium armor, and 1 flask to imbue light armor. 

This process takes 1 hour to complete, and then the flask becomes attuned to the weapon or armor, the effect ending if the weapon, item, or armor is sundered or destroyed, the flask’s contents becoming unusable. 

  • Maleor Iron - 1,200 per Flask(8oz per Flask)

    This metal is often used to create cheaper maleor armor by the humans and regular soldiers of the Brottoan military, and its applications in construction and building are commonplace among the older regions of the Brottoan underground realms and cities. The Abirrians use this metal often to imbue armor and ships with extra layers of protection, with the Maleor Iron being the cheapest option besides Copper. 

    • Armor Bonuses: Armor imbued and attuned to a Maleor Iron flask’s contents gains a flat +1 bonus to the armor’s AC Bonus and grants a Reaction(5e)/Immediate Action(3.5e) to reduce a melee attack against your damage by 1d4 once per round. The armor does not use charges or expend resources to use this effect, the effect using your reaction

    • Weapon Bonuses: Weapons made from this material can transform into any weapon of the same classifications. Ex: A standard Maleor Iron Dagger is able to turn into any other simple weapon with the use of a Bonus Action(5e)/Swift Action(3.5e). This weapon also deals an additional 1d4 of the weapon's normal damage type on a hit. 

  • Maleor Steel - 2,100gp per Flask(8oz per Flask)

    The rarer and more valuable brother to the Maleor Iron, this material is most often used to enhance shields and plate armor among the dwarves of brotto, and is the main available enhancement of armor and weapons in the Brottoan Empire and Alithean Empire, but is less used but readily available in Abirria. 

    • Armor Bonuses: Armor imbued and attuned to a Maleor Steel flask’s contents gains a flat +2 bonus to the armor’s AC Bonus and grants the wearer the ability to use the Maleor enhancement as a Reaction(5e)/Immediate Action(3.5e) to reduce damage from a ranged or melee attack with a weapon by 2d4. This does not use charges or resources, but can only be used once per round. 

    • Weapon Bonuses: Weapons made from this material can transform into any weapon of the same classifications. Ex: A standard Maleor Iron Dagger is able to turn into any other simple weapon with the use of a Bonus Action(5e)/Swift Action(3.5e). This weapon also deals an additional 2d4 of the weapon's normal damage type on a hit. 

    Maleor Copper - 1,600gp per Flask(8oz per Flask)

    This rare version of Maleor is rarely used on weapons or armor except for aesthetic purposes, the metal shining and resistant to getting dirty. Dress armor and jewelry might be imbued with maleor copper to show off wealth and station, as this material is rarely made except by the finest jewelers and crafters in the Brottoan empire. 

    • Armor Bonuses: This metal grants a flat +1 Bonus to your armor’s AC Bonus

    • Weapon Bonuses: This metal grants weapons the ability to shapechange into any weapon of simple or martial that its original form takes. 

    • Jewelry/Item Bonus: Finery made or imbued with this maleor shines and never gets dirty, and its reflective ability is commonly used by high class performers to shed bright, warm light and cast light back upon the audience of their performances. Performers who use this metal on their instruments and jewelry gain a +2 bonus to their Performance checks and saves to manage a performance. 

    Maleor Gold - 3,500gp per Flask(8oz per Flask)

    This is the 2nd rarest form of Maleor and is defined by its high value and the items it imbues being owned by nobles and far out of reach of the common soldier or layperson. This metal does have a unique bonus to weapons and armor that is enhanced with it. 

    • Armor Bonuses: When armor is imbued and attuned to this maleor, it reflects sunlight as if it were producing sunlight itself, but does leave the wearer vulnerable to lightning(5e)/Electric(3.5e) damage, making the wearer take an additional 1d4 Lightning(5e)/Electric Energy(3.5e) damage. Your armor never needs to be cleaned, and your armor shines brightly at all times, blood, rain, and other filth falling off the armor as water is shed from a duck’s feathers. 

    • Weapon Bonuses: When weapons are imbued an attuned to this maleor, it glows softly with bright light, and it stores sunlight inside of it. With 1 hour of exposure to sunlight, the weapon can shed bright light for 1 hour in return before it needs to be recharged. These weapons can transform into a weapon of the same category(simple, martial) that its original form is in. 

    • Jewelry/Item Bonuses: When items and jewelry is enhanced by this material, then it glows in sunlight, sheds and stores light and can release 1 hour worth of exposure for 1 hour before needing to be recharged. These jewelry pieces are soft and can transform into any other form of jewelry of roughly the same style and size. 

    Maleor Platinum - 4,000gp per Flask(8oz per Flask)

    This is the rarest form of Maleor and is defined by its pearlescent and soft glow of blue/white light. Platinum Maleor is rarely made without being a commissioned product, as it is quite expensive to produce. This has different bonuses to the gold or silver maleor. 

    • Armor Bonuses: When armor is imbued and attuned to this maleor, it shimmers in white light and sunlight, less brightly than the gold, but its beautiful sheen stands out more than gold. The armor gains the ability to absorb light and darkness, storing 1 hour of both in itself and being able to release both one at a time as a bonus action for 1 minute in a 10ft radius centered around yourself. 

    • Weapon Bonuses: Unlike the gold maleor, weapons imbued and attuned with this maleor can absorb darkness and light after being exposed to them for 1 hour each. The wielder can use a Bonus Action(5e)/Swift Action(3.5e) to absorb light or darkness from a nonmagical source within 30ft of the weapon and the wielder. Weapons made from Maleor Platinum are highly sought after as a high class weapon by the criminal underground and are quite popular among rogue and assassin organizations. 

    • Jewelry/Item Bonuses: Items and jewelry imbued and attuned to this maleor are known for their sheen and cool to the touch temperature. The items plated in Maleor Platinum, are more resilient than the gold or the silver. Platinum covered items also gain a net value increase of 2,000gp-5,000gp depending on the original value of the item and the maker who produces the Maleor Platinum item. 

    Maleor Silver - 1,500gp per Flask(8oz per Flask)

    This is the third most valuable standard metal maleor subtype. This material carries no additional magical properties besides the base effects of maleor, and increases the value of an item for sale and appraisal. Unlike the gold or platinum maleor, this is purely aesthetic aside from Maleor’s base benefits and certain cultural importance and assigned cultural value.

    • Armor Bonuses: Silver Maleor follows the standard bonus of Maleor and grants a +1 bonus to your armor’s AC Bonus

    • Weapon Bonuses: Silver Maleor is a secondary method of silvering weapons in terms of harming creatures weak to silver, and weapons made from silver maleor can change shape into a weapon of the same weapon category(simple, martial) it’s original form is in if the weapon is traditionally made from metal.

    • Jewelry/Item Bonuses: Silver Maleor items gain 1,000gp in value when selling them, and the items are exceptionally shiny and beautiful, making them highly desired by certain cultures, especially the empire of Mithiias and the Ghorran societies of Abirria, with which you can sell for twice its normal value.

    Maleor Titanium - 5,000gp per Flask(8oz per Flask)

    This is one of the stronger, non-hyper magical maleor variant, and is very costly to make and transform into the proper liquid state. This metal is often sought out to make firearms and mortar guns among the alitheans and the brottoans, who use this maleor the most often.

    • Armor Bonuses: Armor imbued and attuned to a Maleor Titanium flask gains resistance to bludgeoning, piercing, and slashing damage(5e)/gains Resistance 3(3.5e) and gains the ability to deflect bludgeoning melee or ranged weapon attacks, reducing the damage by 2d6 once per round as a Reaction(5e)/Immediate Action(3.5e). In addition, this maleor variant grants a hardness bonus of +3 to armor(3.5e). Armor enhanced and imbued by Maleor Titanium gains a +3 bonus to their normal AC Bonus.

    • Weapon Bonuses: Weapons made or imbued and attuned with Maleor Titanium gains a +3 bonus to checks attacks, and actions to Sunder(3.5e), and deals an additional 3d4 additional damage that the weapon would normally do. Finally, when a Maleor Titanium changes shape as Maleor weapons do, it can do so as a free action(5e & 3.5e) and follows the standard shapechange rules that other Maleor weapons do. 

    • Jewelry/Item Bonuses: No bonuses besides value increase when an item or jewelry piece is imbued with Maleor Titanium besides increasing its value by 3,000gp when appraised or put up for sale. 

    Maleor Bronze - 2,500gp per Flask(8oz per Flask)

    This bronze maleor variant is common among the Borrians, Abirrians, and the holy orders of Brotto, including the Saarek’Sa and Baro’Sa. This material has a unique effect that comes from its origins as the first forged metal in Abraeas’Dor, and it is not tied to many memory and ancestral origins, granting it its own unique divine power. 

    • Armor Bonuses: When you make or imbue armor with the Maleor Bronze, the armor gains a +2 bonus to the armor’s AC Bonus, and gains the ability to absorb magic to a greater degree than most other metals. When you wear armor imbued and attuned to a Maleor Bronze flask, you gain resistance to fire damage and bludgeoning, piercing, and slashing damage(5e)/gain Fire resistance 3 and bludgeoning, piercing, and slashing damage 3. Armor imbued and attuned to a Maleor Bronze flask also gain the ability to create a fire radius around themselves in a 10ft radius in response to a melee attack made against the armor’s wearer, making the attacker take 2d4 fire damage when they enter or start their turn within the 10ft radius. This ability lasts for 1 minute before needing 24 hours to recharge. 

    • Weapon Bonuses: Maleor Bronze follows the same shapechanging rules of base maleor, but also makes the weapon imbued and attuned to a Maleor Bronze flask deal an additional 2d4 fire damage on a melee or ranged weapon attack. These weapons enable the wielder to use a Reaction(5e)/Immediate Action(3.5e) to absorb 2d4 fire damage from a spell or spell-like ability and reduce the damage taken by the rolled amount.

    • Jewelry/Item Bonuses: Items that are not weapons or armor imbued and attuned to a Maleor Bronze flask gains no additional benefits besides increasing its sale and appraisal value by 2,000gp.

    Maleor Adamantine - 6,000gp per Flask(8oz per Flask)

    This maleor is made from adamantine, gains the base benefits from each of the different types of adamantine, and grants the base benefits of Maleor metal flasks. These different subtypes of Adamantine provide the same bonuses as normal. 

    • Armor Bonuses: When you imbue and attune a piece of armor to an Adamantine Maleor flask, you gain the net bonuses of base adamantine and the specific subtype of adamantine, but gains an additional +3 bonus to your armor’s base AC Bonus. In addition, Maleor Adamantine grants the armor’s wearer the ability to use a Reaction(5e)/Immediate Action(3.5e) to reduce a melee or ranged weapon attack, spell attack, or spell-like ability that deals damage by 4d4. This can be done once per round and uses no other resources. 

    • Weapon Bonuses: When you imbue and attune a weapon to a Maleor Adamantine flask, the weapon gains the properties of both adamantine and the base bonuses of maleor. In addition, weapons imbued with this enhancement deal an additional damage die of damage that the original weapon uses, and gains 1d4 additional damage that the subtype of adamantine gives normally.

    Maleor Mithril - 5,500gp per Flask(8oz per Flask)

    This is a common but expensive form of Maleor, and items imbued and attuned to a Maleor Mithril flask gain the benefits of the specific subtype of mithril and the base benefits of the Maleor item enhancement. The mithril combined with Maleor enchantments in a unique way that is still being studied by the alithean and abirrian academics, and the greatest warriors of these nations will invest great money and time into wielding Maleor Mithril. 

    • Armor Bonuses: Armor imbued and attuned to a Maleor Mithril flask gains the base benefits of normal mithril, the subtype of mithril, and the benefits of the base Maleor. In addition, armor made or imbued with Maleor Mithril gains the ability to deflect magical effects, reacting to spellcasting and touch spells, granting the wearer the ability to reduce damage from spells, spell-like abilities(3.5e), and all other damaging spells by 5d4 as a Reaction(5e)/Immediate Action(3.5e).  The greatest effect of Maleor Mithril is the resistance to all magical energy(5e)/resistance 5 to all spells and spell-like damage(3.5e).

    • Weapon Bonuses: Weapons imbued and attuned to a Maleor Mithril flask gain the ability to shapechange as the base Maleor weapon is able to do, but also gains the ability to grant you an additional melee attack 3/Long Rest before the Maleor Mithril runs out of energy. In addition, Maleor Mithril grants weapons the ability to damage creatures that are resistant to energy damage(3.5e)/resistant to elemental damage(5e)(all damage besides Bludgeoning, Piercing, and Slashing damage) as if they do not have any proper energy based resistance.



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