




Wondrous Materials
by Denis Tetreault
Version 2.0
Fantastical world settings should have wonderous materials to be
discovered.
Though not "magic" in the sense of magic items, they do have some sort
of magical or arcane nature, and can often be used as raw material in
the
casting of spells and the creation of magic items. Some of the
materials
that follow are personal favorites that were first described in other
locations
that may be difficult for new DMs to discover, and proper credit will
be
given to the original source, although I have modified and expanded
upon
those original descriptions therein. All other materials are original
to
my own campaign.
New Materials
Bright Earth
This yellow powder sometimes collects in very limited amounts in small
hollows and fissures on rock outcrops found deep in the heart of the
Bright
Desert. The powder is believed to be some form of altered residue
formed
by the powerful chaos magic that effected the region so long ago. If
bright
earth is used by a wizard as an optional component during the casting
of
arcane spells, it has an unusual chaotic effect on the spell's final
outcome.
Roll a d20 and consult the following table:
1
|
Spell fails completely |
2-3
|
Spell backfires on caster |
4-5
|
Spell is at half effect (damage, duration, area of effect,
etc) |
6-8
|
No effect on the spell |
9-15
|
Random effect that doesn't alter the spell's purpose* |
16-19
|
One property of the spell has double effect (for example:
damage, duration,
or area of effect) |
20
|
All properties of the spell are at double effect |
* Random effects could include color (blue fireballs, or
green
skin tint while affected by protection from normal missiles),
sound
(whistling magic missiles, or a gong sound on a touch attack),
temperature
(spells that don't normally effect heat or cold may feel warm or cool)
Devastation Crystals
These clear, colorless, water-soluable crystals sometimes form in salt
pans near Lake Udrukankar in the Dry Steppes. They resemble salt
crystals,
and even taste salty, so they are very difficult to find. They do,
however,
radiate a very faint magical aura, and thus can be found by the use of
detect
magic. They are quite uncommon, several days of casting about salt
pans with detect magic may turn up one or two crystals if the
searcher
is lucky. If someone ingests devastation crystals, they quickly develop
a feeling of general malaise, apathy, and depression which lasts d6+6
hours.
Periodically a devastation crystal may contaminate or "poison" salt
harvested
on the salt pans by the Paynim tribes, leading to a local phrase used
to
describe someone who is down and depressed (no matter the cause) as
someone
who has "had bad salt". Devastation crystals are the major component of
a potion that temporarily deadens spellcasting ability, and as a
component
in disenchantment magic.
Hool Tar
Known as Osprem's Tears, supposedly shed when the goddess became
estranged from her husband Xerbo, these black, floating blobs of thick
tar have been found washed up on shores around the entire western Azure
Sea for centuries. To find a piece floating out at sea is extremely
rare, and considered a great omen (the nature of which depending on the
beliefs of the crew). They range in size from walnut to melon-sized,
but pieces larger then a fist are extremely rare. After the founding in
CY 304 of the fortress-town of Westkeep on the stretch of the Javan
River that flows through the Hool Marsh, pieces of the tar have been
spotted floating past river guard stations, and it is now thought that
the source of the tar lies deep within the trackless Hool, the Javan
silently delivering the strange material to the sea. While this would
seem the cause of the name-change in recent times, one cannot help
think that there is some amount of politics involved with the
relatively recent renaming of the rather lyrical "Osprem's Tears" to
the less-flattering "Hool tar".
The rounded blobs of tar are somewhat soft and rather dense, being
slightly heavier then the equivalent volume of water. Despite this, the
blobs inexplicably float in seawater, and have neutral buoyancy in
fresh water (and therefore can travel down the Javan River below the
water surface). While the material may have some use as a component in
appropriate arcane magic, the tar's real value is its use as a patching
material for caulking leaks in ships' hulls. When used by someone
familiar with the patching of ships, even while out at sea (and not in
dry dock), any leak properly patched with Hool tar will not leak
again... ever! One can imagine how much even the smallest Tear would be
sought after by shipcaptains around the Azure Sea. The material is so
rare, however, that few captains ever see a single piece throughout
their entire career. This has not prevented the spread of rumors about
an unsinkable pirate ship named "The Tears of Osprem" which is
completely caulked by the incredible material. If anyone were to find
the source of the tar, they would be rich beyond imagination, however
the Hool rarely gives up its secrets. Some Keoish sages have suggested
that finding the source may not prove useful, and that part of the
tar's properties are likely imparted during its travel to the sea.
There may be other reasons behind such discouraging words.
Jeklea Sea-turnip
The sea-turnip is a very rare type of seaweed that can only be found
intact floating far offshore in Jeklea Bay and the southern Azure Sea.
The weed resembles a reddish-brown sargassum-type plant, usually in
roughly circular clumps three to six feet in diameter. At the core of
the clump is a single turnip-shaped bulb about the size of a
double-fist, and the origin of the seaweed's common name. If the
somewhat woody bulb is cut into, a central cavity is revealed, filled
with a light, slightly reddish oil. Each sea-turnip contains
approximately 2 ounces of the oil. When sea-turnips wash up on shore,
the bulbs are always found split and the oil lost, hence they can only
be recovered out at sea. The oil is much more difficult to ignite then
whale-oil, however once it does catch, it burns twice as hot and four
times as long. The oil has also found to be very useful as a base
component in the manufacture of magic oils, such as Oil of Sharpness,
Oil of Etherealness, and Oil of Fiery Burning. The reproductive cycle
of the sea-turnip is unknown, and 2 plants have never been found within
several miles of each other. All attempts to "farm" sea-turnips have
failed utterly.
Phost Stones
The Phostwood, so named for its unique phost tree, was always a
haunting
place on summer nights. The timeless, other-worldly glow of old,
rotting
phost logs now provide a ghastly nightlight for a bloody battleground
between
the forces of Iuz, Tenh, the Pale, and various bandit groups. Fallen
phost
trees take 10 years before the rotting process has progressed far
enough
to produce its unique phosphorescent glow. During the cold winter,
decomposition
slows enough to deaden the glow. What is not commonly known is that
reactions
within the very largest logs, and as such only found in the oldest
central
region of the Phostwood, logs that may take a quarter century to rot
through,
produce a type of petrification in the very core of the log. These
"phost
stones" range from pea- to fist-sized, never having more then one or
two
per massive log. Phost stones have been known to hold their dim glow
for
centuries, and have found use as a component in light and illumination
magic. The Church of Pholtus once sponsored collecting excursions into
the Phostwood, however the dangers of the wood have put a halt to those
in recent times. The Church's supply of phost stones is becoming
precipitously
low as a result, and the Church heirarchy is considering the hiring of
highly skilled adventurers to escort collecting missions into the heart
of the wood.
Rift Flowstone
This orange-tinted travertine deposit can only be found in caves and
along the cliffs of the Rift Canyon. Formed like most other types of
cave rock formation by the evaporation of mineral-laden waters and the
crystallization of those minerals on a surface, they resemble typical
(usually small) stalactites, stalagmites, or sheet-flowstone along
surfaces. The inside has alternating light and dark layers representing
the extremely long length of time it takes to form the deposits, one
layer at a time. The nature of the Rift Canyon, and the strange
substances that apparently sometimes occur in the groundwater, produces
Rift flowstone in very small quantities all through the Rift, although
it seems to be more common nearer to Wormcrawl Fissure. The stone
itself seems to have an unusual affinity for transformation or
mutagenic magic, and has found use in arcane processes and procedures
related to those types of magic. One particular use that can be noted
here is that carved Rift flowstone has been used quite effectively in
the manufacture of Figurines of Wondrous Power. Ivid V owned an entire
chess set carved from Rift flowstone, but it is unknown what the pieces
did, if anything. The set disappeared during the fall of Rauxes.
Stygian Ice
Deep within the inky glaciers of the Land of Black Ice are rare pockets
or voids within the ice. Normally these pockets are empty, however
sometimes
these are geode-like, filled with dark, blade-like, razor sharp ice
crystals
of varying sizes (from microscopic to dagger-sized), crystals that have
slowly grown over very long periods of time. Exactly how these crystals
form is unknown, though sages have several theories. Some believe they
form in locations within the ice that develop interplanar links with
the
Baatorian plane of Stygia, hence their more popular name. Some propose
connections with the para-elemental planes. Yet others believe that
they
are a byproduct of the Black Ice itself, and have no extra-planar
connection
whatsoever. These latter sages use the term "stygian" as a reference to
the crystals' color, rather then as commentary on their possible
origin.
The ice crystals will melt at temperatures slightly below the melting
point
of normal ice, so they can be harvested by slowly warming ice crystals
scooped out of one of the pockets, and collecting the liquid that first
melts out. Once melted, however, they cannot be refrozen. Any ice that
forms is quite normal, and loses all of its arcane nature.
Whatever their origin, stygian ice crystals (and their liquid
byproduct)
have been proven to have several interesting uses. The most common of
these
uses is in the manufacture of potions of cold resistance, and
as
a component in a variety of cold-based spells and magic items. More
difficult,
partially due to the inherent difficulty of working with and enchanting
a material that melts quite easily, is the manufacture of arcane
weapons.
If the blade-like crystals are properly enchanted while still frozen,
and
large enough crystals can be found, they can be used to manufacture
nearly-unbreakable
daggers that are capable of accepting powerful magics. Crystals are
rarely
large enough to produce weapons larger then dagger size (see black
ice blade), though there are shortsword-sized weapons that
are
known. A single blade the size of a two-handed sword is thought to have
been created from stygian ice, the Blade of Black Ice, last
known
to have been wielded by Lord Robilar and suspected of being forged by
Iuz
himself.
Suel Cinders
Once every year and a half there is a strange event somewhere in the
western
Yeomanry, predictable in timing but unpredictable in location. Over an
area of approximately 100 yards by 300 yards, small stones rain from
the
sky. The stones look like unremarkable volcanic cinders, range in size
from pea-sized to fist-sized, and number anywhere from a few dozen to a
few hundred. Rarely these are larger, such as the Great Fall of CY 579,
where several hundred stones fell, the largest being almost a foot
across.
The location of the fall is different every time and appears to be
random,
perhaps effected by winds or other unknown factors, and can occur in
any
weather. The source of the cinders is a complete mystery. One of the
more
popular theories postulates the existence of a unknown type of volcano
somewhere in the Hellfurnaces that expells these geologic projectiles
at
regular intervals with such great force that they are ballistically
propelled
several hundred miles into the Yeoman countryside.
If Suel cinders are collected up and placed in a forge, they will
raise
the forge's operating temperature by almost 200 degrees Fahrenheit
without
being consumed. Dwarven communities will pay handsomely for these
curious
rocks. The Dustdiggers are always listening for reports of a new fall
and
will immediately dispatch investigators. Attempts to plot the long
dimension
of the strewn field, in the hopes of triangulating its source, have
thus
far proven unsuccessful, however the Dustdiggers are a stubborn and
persistent
lot.
Xenincoluite Gems
These beautiful gemstones may be among the rarest substances in all of
the known planes. Although there is some variability in shade, they are
always a reddish color, often with an orange tint. They are harder then
corundum (ruby and sapphire) but slightly softer then diamond (Hardness
of 9.5), have an internal brilliance as bright as diamond, and polish
up
as very beautiful gemstones indeed. While gem experts may recognize
them
as an unknown material (very few sages have ever seen or even heard of
these gems), they are easily mistaken as highest quality rubies or
garnets.
Although none have been found in recent times, it is believed they
occur
in very special regions of the quasi-elemental plane of Minerals, near
to its border with both the Positive Material Plane and the
quasi-elemental
plane of Radiance, and are somehow related to powerful bursts of
unusual
planar energy that sometimes occur in that region.
While xenincoluite gems would be highly valuable based on their
gemstone
properties alone, their unnatural arcane affinity for certain types of
magics is the reason why they are so highly sought after. If a being
comes
into contact with one of these gems in its place of formation, the
stone
drains one energy level per round. Once removed from its matrix on the
plane of Minerals, the stones lose this power, although the arcanoloth
Asterbal is believed to have a scepter containing a xenincoluite gem
that
can drain life on contact. The gems maintain their arcane affinity for
life energy, draining and entrapment magic, and can be used quite
effectively
in magic item creation (there is a mounted xenincoluite gem in the Ring
of Marchanter) and with spells such as trap the soul
and Marchanter's
Crystal Cravings.
Old Favorites
Tantulhor ("Nine Hells Revisited", by Ed Greenwood,
Dragon 91)
Tantulhor (no relation to "tantalum") is about the weight of iron, has
a slightly brownish color, can be worked into a smooth finish, and is
apparently
unbreakable - weapon blades fashioned of it will cut anything they
touch,
except stone. The metal can only be found on four of the planes of
Baator
(The Nine Hells) - Phlegethos, Malbolge, Maladomini, and Nessus - and
no
where else in the multiverse. The very few mines in existence are
better
protected then most baatezu fortresses, although acquiring raw
tantulhor
would do a would-be master thief little good. Methods of forging and
working
this metal is completely unknown outside the Hells, and the 3 currently
operating tantulhor forges are literally the best kept secrets on the
planes.
Even then, proper forging of a tantulhor blade may take years.
Knowledge
of the metal is limited outside the Hells to highly experienced sages
and
wizards who specialize in the lower outer planes. The Rod of Dispater
is
known to be made of tantulhor, as are many devils' talismans.
Tantulhor is capable of accepting incredible magics, and weapons
above
+5 are believed to be possible, although none are currently known.
Tantulhor
may only be limited by the skill of today's most talented enchanters.
Even
without enchantment, properly forged tantulhor edge weapons are capable
of slicing through armor and bone with ease, and gain a nonmagical
attack
bonus of +2 and damage bonus of +3. This bonus adds to any enchantment
bonuses.
Arjale ("Nine Hells Revisited", by Ed Greenwood,
Dragon 91)
Arjale is a black, lightweight metal found only on Baator (the Nine
Hells).
It can be worked to a smooth surface and can be brought to a
razor-sharpness.
If alloyed with iron, it becomes light green-grey in color, and quite
pliable
(a metal sometimes called "dajavva"). The amount of iron can to some
extent
control the degree of pliability. Moloch's whip is composed of dajavva,
and is known to produce terrible scars.
Whether that is a magical effect of the item, or an effect particular
to dajavva, is unknown. The talismans of many baatezu (devils) are
known to be fashioned of arjale.
Like tantulhor, knowledge of how to work the metal in all its forms is
limited to the special forges of Baator. Arjale is known to accept
enchantments
of at least +5.
Hellstones ("Nine Hells Revisited", by Ed Greenwood,
Dragon 91)
In searing hot veins within the infernal rifts of Nessus are found the fiery
red, strongly lawful evil gems known as "hellstones". Hellstones
are the hardest gems known - many have survived hammer blows and weapon attacks
unscathed. They are lit by an inner, flickering radiance, and do damage to all
non-evil creatures (and half damage to non-lawful creatures of evil) upon the
slightest contact, equal to 1-4 points +1 hit point per level or hit dice of
the creature touched. The pit fiend Alastor is known to bear a double-bladed
+4 axe, the head of which is studded with hellstones. The stones are rare, valuable
(4000 gp each), but superstition-shrouded on the Prime Material Plane. Apart
from the danger to most people of handling them (for they retain their damaging
properties when removed from the hells) - even with tongs or gloves, the chance
of an inadvertent contact is great - many priesthoods, classes (i.e., paladins),
and individuals will not wish to possess or even be close to them, except to
destroy them.
Sometimes, sages assert, contact with a hellstone does no damage, but
causes a subtle change in alignment, not immediately noticed by the victim,
one step closer toward lawful evil. A crushed hellstone - one that
is shattered into many small fragments - will lose its radiance and capacity
to cause damage. Due to their often lethal damaging properties, hellstones
are often called "deathstones", "doomstones", or the like. Their "scholarly"
name is Ulith, or the plural Ulithim.
Oerthblood ("Irongate: City of Stairs", by Gary Holian and Denis
Tetreault, Dragon 351)
Deep below the Fortress of Unknown Depths, on the shores of the Nyr Dyv, is
a powerful magical device called the Endless Well. Actually a centuries old
automated mine, it uses golems and machinery to bring deeply buried substances
to the surface. The Endless Well can draw up a molten, dark red, ferrous metal
that, when cooled, is black, dense, easily enchanted and nearly impervious to
damage. This substance is called Oerthblood and from it several famous
artifacts were made, such as Heward's Mystical Organ and parts for
the infamous Machine of Lum the Mad (both described in the Book of
Artifacts accessory).
Discovered as early as the age of Queen Ehlissa, Oerthblood is a highly
magical element found only on Oerth and thought by some to be the residue of
creation. Many sages laugh at such grandiose statements, and would rather group
Oerthblood with several other special elements (such as arjale, tantulhor,
tumkeoite, byand faerzress), each with their own unique properties, yet sharing
several general features: extreme rarity, strong arcane properties, and occurrences
exclusively tied to a particular plane.
Molten Oerthblood is very dangerous to handle, and much of the work
involved in tapping it, pouring it into sheets or molds, working it and finishing
it is done by golems and automatons that can withstand the molten substance's
unpredictable radiation, as well as the local heat and poisonous gases. Extended
exposure to this unstable form of Oerthblood can induce magical mutations,
most of which are ultimately fatal. It has been postulated, however, that while
it may not be the "residue" of creation, Oerthblood's radiations
over the uncountable eons may have had an influence in the evolution of many
of the strange and unique life forms found on Oerth, and thus a hand "in"
creation. Pure Oerthblood is exceedingly rare, however, and the Endless
Well is one of the only known sources of anything more than tiny quantities
of the material.
Oerthblood does have a very strong affinity for iron. This has several
consequences. Most occurrences of impure Oerthblood, while much more
common than pure Oerthblood, are still extremely rare, are associated
with and concentrated in special iron ore deposits. Deposits of this type have
been found in the Irongate region, as well as a handful of locations around
Oerth. Its strong affinity for iron enables the iron-Oerthblood alloy
(often called “oerthblooded iron” or simply “bloodiron”)
to be extracted and worked into items such as weapons and armor, however its
magically-tenacious grip on iron has resisted all attempts to separate pure
Oerthblood from the iron. Still, this arcane alloy is very difficult
to work with, and few have mastered the technique. The legendary smiths of Irongate
are some of the few who have the skills to forge it. Oerthblooded items look
like they are composed of iron with shimmering black flecks on their surface,
are as strong as adamantite, and just as effective. While there are no confirmed
examples, only rumors of wondrous unknown magic items, it has been proposed
that Oerthblood could theoretically be alloyed with other metals. Of
course, it would require a source of pure Oerthblood before that could
be done.
Oerthblooded Weapons and Armor
Items made from Oerthblooded metals are more easily enchanted than other substances,
requiring 25% less time and XP expenditure to enchant. Oerthblooded items can
also be “re-enchanted”, making their XP value fungible in the creation
of a new item (minus a 10% penalty). Oerthblooded metals can also hold more
magical power than other metals; effectively giving Oerthblooded weapons, armor,
and shields a total allowed item bonus of +12, with an allowable enhancement
bonus of up to +6.
Oerthblooded metals are extremely difficult to craft, thus all Oerthblooded
items are considered to be masterwork. They have twice the Hardness of the base
metal the Oerthblood is alloyed with (e.g. Oerthblooded iron, mithril, and steel
have a Hardness of 20). Oerthblooded metal items have damage points equal to
1.5 times the damage points for a normal item of the base metal's type.
Shields made with Oerthblooded metal parts gain no additional properties other
than those listed above. Weapons and armor made primarily of Oerthblooded metal
have additional properties as listed below.
Oerthblooded Weapons*:
1. A +1 luck bonus on to hit and damage rolls.
2. A target that takes damage from an Oerthblooded weapon incurs a -1 penalty
to all saves vs. magical effects for one round; penalties from multiple hits
stack.
Oerthblooded Armor*:
Light Armor: DR 1/-, +1 luck bonus on saves vs. magic effects.
Medium Armor: DR 2/-, +2 luck bonus on saves vs. magic effects.
Heavy Armor: DR 3/-, +3 luck bonus on saves vs. magical effects.
*Weapons and armor must be a specific alloy of Oerthblood, known mostly
to the artificers and smiths of Irongate to gain the above benefits. Only primarily
metallic objects would gain these bonuses.
Type of Oerthblooded Item Item Cost Modifier:
Ammunition +150 gp
Light Armor +10,000 gp
Medium Armor +20,000 gp
Heavy Armor +30,000 gp
Weapon +6,000 gp

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This page last modified on October 25, 2009