Magical Metals/Special Materials
(too old to reply)
Malachias Invictus
2005-09-26 07:20:57 UTC
Raw Message
I believe this list used to be on a web site. It was almost lost when my
old computer became a boat anchor, so I am posting it here to be forever
archived by Google ;-)

*Please* add to the list. One can never have too many nifty materials

Magical Metals parts 1-4

Note ¯¯¯¯ Unless stated otherwise, innate magical pluses (but not specific
abilities) may be decreased during enchantment to provide a ready power
source for another effect of equivalent magical power, undoing such a
conversion is very difficult and requires special purification rituals, the
specifics are highly variable depending on the metal and the powers to be
cleansed. Actual pluses of the material are not guaranteed to be the pluses
of items made from it (except for Kyrrad) as sufficient workmanship is also
needed to focus the innate bonus.

Gold ¯¯¯¯ Soft, heavy, yellow, and nearly impervious to tarnish, gold is
well-known across the many worlds. By itself, gold is magically inert, it
must be awakened or be used with a catalyst such as rare earths in order to
benefit from its properties. Attuned to fire and the sun, properly awakened
gold can strengthen and support many sorts of magic, though the more subtle
spells tend to overload after a time. Pure gold is nearly worthless for
battle, it needs extensive enchantment (approx. equal to +25% worth) to even
be +0% due to its' weight and softness, the standard gold-iron alloy needs
merely +5% worth to reach this strength. Gold, while not mystically "good"
in nature, is supernaturally pure, attempts to pervert gold magic items or
twist a symbol made of gold to purposes opposed to what the symbol
represents may induce a magical backlash against the perverter. Prepared
under the proper conditions, by innocents born under certain astrological
arrangements, raw gold may be caused to become attuned to the essence of
royalty, such metal can be utilized in a variety of ways to affect or aid
the rulership of the land it was made in. Unfortunately, gold also tends to
awaken greed and avarice in the hearts of many folk, dwarves and dragons
seem especially susceptible.

Silver ¯¯¯¯¯¯ The metal of the moon, silver is well-known for being able to
ignore lunar-based defensive powers such as those of lycanthropy. Unlike
gold, silver will tarnish readily unless protected, but it needs no special
preparation for most magical uses. Awakened, 3 ounces of silver (6
quantities for enchanting purposes) will grant moderate bonuses to
divinations and magical wards it is used in. Unfortunately, silver is also
strongly attuned to goodness and purity, it does not readily tolerate evil
enchantments, having a marked tendency to decay into iron should the evil
continue to be forced into it, though the presence of blue sapphire will aid
the metal in resisting wickedness, and emeralds will weaken the silver if
set in it. Like gold, but to a much weaker degree, silver can provide
support for a spell, and also like its yellow cousin, it requires
strengthening for physical reasons if used in weapons and armor. A wide
selection of alloys can be made using silver, many exhibit varying degrees
of tolerance for magical lightning, a quality the pure metal does not seem
to have. Quite a few spells utilize the innate goodness of silver to strike
out at evil, generally this does not harm the metal in the least.

Copper ¯¯¯¯¯¯ The red cousin of gold and silver, copper is the weakest of
the triad metaphysically. Unlike the other two, copper cannot be used to
support spells outside its own properties, nor does it have any inherent
purity or alignment. What it does have is an affinity for battle,
specifically for the defense of the bearer against attackers. Copper has an
unfortunate tendency to ground holy and unholy energies, it is very hard to
get such forces to remain in it for long, and it readily converts
holy/unholy water to normal water if stored in copper vessels. Like silver,
copper is not physically strong enough to be used pure in armor, needing
strengthening. Attempting to make magical weaponry from pure copper is
almost certain to fail, though copper sheathing or plating over another
metal works quite well when enchanting by priestly methods, as the red metal
renders the item mystically acceptable for purposes of the faith despite
likewise negating any blessed/cursed status the cleric may wish to bestow.

Brass ¯¯¯¯¯ An alloy of copper and zinc, brass exhibits metaphysical
properties quite unlike either of the metals composing it. Brass is
exceptionally receptive to unholy or evil forces, in a cosmic sense it is
the dark reflection of silver. Attempts to force goodness upon brass will be
resisted, the metal will decay into iron rust if overwhelmed. Emerald aids
brass' powers, blue sapphire weakens it. Unlike silver, brass is worthless
for bypassing defenses based on related forces. Brass has no magical bonus
normally, but with regard to fire and dragon magic it will act as if it had
a +5% bonus available to convert. Unenchanted brass corrodes swiftly at the
touch from any part of a unicorn, permanently enchanted brass will not,
enchanted brass with charges or a heka/mana reservoir is drained of some
stored power by every contact with part of a unicorn, prolonged contact can
disenchant such charged items completely. Making an alchemical essence from
brass is a complete waste of time, the resulting fluid will mildly taint
items with demonic energies if they are doused in it, but so weakly that
confining an imp within the item would provide greater evil.

Iron ¯¯¯¯ Mystically the mirror image of copper in several regards, iron is
the metal of offense. Unfortunately, unenchanted iron has some anti-magical
properties, its presence especially disturbing faerie spells and illusions.
Once magically awakened (whether through the Spell of Enchantment or via
alchemy), iron loses all anti-magical qualities. Iron is exceptional in one
regard, as much as 5 pounds can be awakened at once or used as a single
quantity in crafting an item, unlike most metals whose mystic quantities are
an ounce or less. By itself, iron lacks any innate bonus, but will support
offensive powers as well as gold, defensive qualities require more work on
the part of the enchanter. Many alloys containing iron will retain its
qualities over those of most other metals, it exhibits a kind of dominance,
though alchemical theory states that this is not dominance, rather that it
is the imperfect nature of iron debasing the intrinsic powers of the finer
material. Iron ores are utilized as the earthen base for making most of the
elemental metals despite this supposed "imperfect" nature.

Tin ¯¯¯ Not a very good metal for most magic, tin's primary use is in making
the alchemical essence Essential Tin, which is used to enable magic items to
respond to specific words/phrases and to make items of rulership. Normal
tin, if awakened, provides luck in gambling and income (+5% for this one
purpose, +10% if set with pyrite and enchanted together with any sort of
blessing), and may be used as the setting with amethyst, opal, or jade as it
resonates with them.

Lead ¯¯¯¯ Heavy, soft, and resistant to magic, lead is not used much except
as a defense against scrying or teleportation. Occasionally an alchemist
will make an essence from it, but not often. Despite endless tales to the
contrary, few alchemists try to turn lead to gold. Like iron, lead can be
awakened in large quantities. Under some conditions, lead can extend the
duration of spells or shield them from anti-magical environments.

Platinum ¯¯¯¯¯¯¯¯ Strong, nearly immune to acids, and silvery, platinum is
used in small amounts in a wide variety of magics, being the sole mundane
metal which is a better magical activator and supporter of spells than gold
is. Like gold and silver, platinum should be awakened to utilize it to the
fullest extent. The major alchemical essence of platinum, True Platinum, is
among the valued of these fluids, as it is able to make spells permanent and
supply never-ending magical potency to other ingredients when fashioning
magical devices.

Quicksilver (Mercury) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A heavy, gleaming liquid metal,
quicksilver is a slow-acting poison, care should be taken in handling it and
its' fumes. Absolutely useless for fashioning items from, quicksilver can be
combined with other metals for some magical uses, such as certain talismans
needing its resonance. Used in magic, quicksilver excels at reversing
standard effects, laying curses, and changing constructive forces to
destructive ones. Small amounts of the stuff are used in making all of the
alchemical essences, as it is needed for conversion of alchemic solution
into an acid, which then is made into the alchahest used to distill
essences. The alchemical essence of quicksilver, Variable Mercury, normally
appears as fine red grains and is able to transmute iron into silver, some
claim it can also be used to convert iron into yaddrakk when mixed with
blood from a member from Clan Borguunaar. One grain (there are 60 per dose)
of Variable Mercury is a standard component of most polymorphing spells or
similar extreme alterations.

Orichalcum ¯¯¯¯¯¯¯¯¯¯ A distinctive red-orange metal, orichalcum is heavier
than gold and just as soft, though not as malleable. At least 6 distinct
formulas for making it are known, none related to the rest. Due to this, it
is suspected that orichalcum may not be a substance at all, but rather an
embodiment of some magical force at present unidentified. Like gold and
platinum, it is impervious to corrosion and supports spells very well,
though no awakening is needed.

Mithril ¯¯¯¯¯¯¯ Best known of all the magical metals, mithril resembles
silver is many respects, though it is physically stronger and never
tarnishes. It also doesn't revert to iron if evil enchantments overwhelm its
innate goodness.

Yaddrakk ¯¯¯¯¯¯¯¯ A naturally occurring metal, ebon in hue, which is 25%
harder than normal iron yet 15% lighter. It and the black steel made from it
(called Yaddrann) have the property of holding arcane and mystic powers more
strongly than any other known substance, so much so that ordinary
non-magical methods can restore full powers to broken items of this metal,
and fragments of previously enchanted items may retain some magical
functions. Disenchanting items of yaddrakk or yaddrann is almost impossible
without divine aid. Weapons and armor made from are innately +5% (yaddrakk)
or +10% (yaddrann) magical objects.

Silbony ¯¯¯¯¯¯¯ This artificial metal was invented by the titan race (who
call it Saerai), and possesses great power against the undead. Weaponry made
from it has a magical +15% bonus and can affect any type of being, even
those who are immune to magic or metal. The merest touch of silbony
automatically disrupts the lesser undead, and horribly burns the greater
undead. It is as strong & hard as fine carbon steel, yet as light as
aluminum. Like yaddrakk, silbony is an ebon hue, otherwise resembling silver
in many ways.

Aurebony ¯¯¯¯¯¯¯¯ This metal is as strong as good bronze but as heavy as
gold. Any contact with aurebony causes great pain to any dragon, drake, or
hydra. Items made from it have +20% power. Anything made of aurebony is
utterly immune to flame or fire up to the power of the greatest gods
(although the wearer gains no such protection, and phoenix fire/utterflame
can ignore the immunity just as it ignores most other forms of fire
resistance). Again, this is a black metal, naturally occurring in only a few

Ethril ¯¯¯¯¯¯ One of the rarest of the mystic ebon metals, Ethril is as
light as willow wood and can float. It is as strong as fine nickel steel and
totally unaffected by any degree of cold (wearer is not protected). All
items crafted from it have an innate +25% bonus in _addition_ to any
enchanted bonuses, this benefit is not convertible into other powers. This
black mithril is known to be toxic to all elvenkind, even to driders and
deodanths, the most deviant branches of that race. The merest touch causes
nausea to elves, and any cut does an additional 2-13 h.p. of poison damage
with no possibility of resistance and no natural healing. Of course, elves
hate those who use it. As an interesting note on the toxic effects, orcs are
also affected by the poison, although to a lesser degree. Ethril has one
final property, it is a potent non-conductor of psychic emanations, blocking
them. A simple headband of ethril can thus give considerable defense against
mental attacks, although likewise hindering any mental powers of the wearer.
In the oldest elven legends, ethril was called "Eliadolyn" or Kiss of Death.

Adamony ¯¯¯¯¯¯¯ Adamony is to adamantium as yaddrakk is to iron, a
higher-powered state of the same basic elemental material. It is as much
harder than adamantium as adamantium is harder than gold. It is so rare that
only two items made from it are even mentioned in legends of the mortal
races (others are mentioned in legends of immortal races on other planes).
One is a ring of great power, the other a long athame (ritual dagger).
Should armor or weapons ever be forged from adamony, they would have a base
bonus of at least +35% in all ways. Adamony itself is indestructible by any
known means (from a supernova to alchahest to the Numious Nothingness
Conjuration) short of direct assault by a greater god or by one of the
Drelthi, though no such invulnerability defends those using it or any magics
enchanted into the metal.

Blachalcum ¯¯¯¯¯¯¯¯¯¯ Also known as Ebonalcum or Black Orichalcum, this is
the most powerful of the ebon metals. Rare beyond description, it possesses
not only life but an innate sentience as well! Anything made from it has a
+30% bonus at the bare minimum, as well as a +50% bonus to resisting magic
(including being enchanted). In all other ways it seems to be like normal
orichalcum. Even mythic references to this metal are few and far between,
anyone re-discovering the process of making it could quite possibly bargain
for divine ascension in exchange for the secret.

Cadrium ¯¯¯¯¯¯¯ This dense, heavy, reddish-brown metal is almost never seen
by anyone save dwarves. This is because no vein comes within a mile of the
surface on any world it occurs on. With 90% of the weight of gold, and being
about as hard as pig iron, cadrium has only one great property, that it can
withstand tremendous heat without transmitting it through itself. A one inch
thick piece could withstand an acetylene torch indefinitely without the
other side even becoming warm. Anything below 10,000 degrees would be held
at bay like this. Past that point, the far side of the metal would only get
to 1/6th as hot as the side being heated, until it begins to melt at 11,820
degrees. It boils at 13,000 degrees. Its value these days is about 6,850
times that of gold.

Stellaine ¯¯¯¯¯¯¯¯¯ This silvery-blue metal weighs about 2/3rds as much as
high steel, but is some 4 times harder. It is also some 20% less brittle and
25% more resistant to heat. Its origin, composition (if it is an alloy at
all), and working are known only to the High Elves who live in the Heaven
Wall Mountains. While a great many weapons and armor have been made from it,
98% are still in High Elven hands, the rest having been lost or destroyed in
situations of peril. It is never given to "lesser races" and almost never
even to other types of elves. It has the gift of being able to affect/strike
any being which is not immune to metal, it has a non-magical bonus of +5%,
and weapons of it are "of sharpness" just on general principles.

Rosantium ¯¯¯¯¯¯¯¯¯ This pale, rose-colored metal is so rare as to have been
seen only eleven times in the past 17,000 years in all of the mortal realms.
Note also that it has never been seen in any amount larger than a 7" bladed
dagger, either. It has the heat resistance of the finest bronze, tensile
properties like titanium, weight just under that of aluminum, and one
special property. For each hour exposed to direct sunlight, it will glow at
half sunlight intensity for 20 minutes. Rosantium also refuses to conduct
electricity, but can still be damaged by it.

Sarabandium ¯¯¯¯¯¯¯¯¯¯¯ A greyish-white metal, neither rare nor common, it
is close to aluminum in strength but weighs some 30% more. Never used (by
anyone sane) for weapons or armor, this metal is best known for the intense
heat and light produced when it is burned. However, there are only three
ways in which it can be ignited. First, natural heat of 5,000 degrees or
more may do so. Second, arcane heat doing at least 60 hp. of damage. Third,
any electrical shock exceeding 55 h.p. of damage. Once lit, it will consume
a 1" diameter rod of itself at a rate of 1" length per 30 seconds. Such a
burning rod will illuminate a 30' radius at ten times full sunlight,
decreasing by one sunlight per 5' farther than 30'. The flame also will do
1-20 hp. of damage per second of contact, less 1 h.p. per 1" from the flame.

Brozahrium ¯¯¯¯¯¯¯¯¯¯ A brass-hued metal of similar properties to copper
except for being 20% better at conducting electricity, brozahrium has few
uses beyond coinage. The primary use of this metal is as sheathing for ship
hulls, as over 95% of barnacles, worms, and other "hull garbage" will not
attach themselves or grow on it.

Vartium ¯¯¯¯¯¯¯ A shiny metal of a peculiar blue-green hue, vartium is quite
rare, but when a deposit is found it is invariably a large one (minimum of
14 tons of metal if all the ore is refined). For all non-magical uses,
vartium is close to a good nickel steel in its tensile and heat-related
properties. Magically, it has a bonus of 60% for all purposes involving
resisting magic, even against those effects which are designed to overcome
anti-magic (it isn't anti-magical, just very hard to affect). Orcish legends
indicate that an alloy of mithril and vartium can be made which has
properties very close to those of adamantium.

Kyrrad ¯¯¯¯¯¯ Possibly the most powerful metal that mortal hands can make,
the secrets of forming this sapphire blue alloy have been discovered only
twice in the known history of the multiverse. So powerful is it, that a
single, unenchanted bastard sword made entirely of Kyrrad is said to have
slain a godling in a single blow, splitting asunder his enchanted adamantium
armor. Kyrrad is, according to several legends half of a million years in
age, an alchemically formed alloy of ethril, orichalcum, and a nameless
metal (of a translucent ruby hue) which fell blazing from the sky. It took
13 years just to _make_ enough of the alloy for that one sword, with no
metal left over. Whenever any of the shattered pieces of the Sword have
re-appeared, extraordinary events have surrounded whatever device is crafted
from it. So far as is known, not even a greater god can truly destroy
Kyrrad, only break it. The effort needed to forge Kyrrad is such that even
eog, adamantium, and pelleum seem easy to work in comparison (although it
isn't as hard to work as titanite). For game purposes, anything made of
Kyrrad should have an irreducible minimum bonus of +35%, no matter what
curses are applied, no matter how bad the craftsmanship. It can effortlessly
sustain unlimited spells provided no single enchantment exceeds this +35%
power. If successfully enchanted (it can be done by mortals, barely), an
Kyrrad weapon of great worksmanship could very possibly have combat bonuses
exceeding +300%! It is believed that, since the multiverse came into being,
only enough Kyrrad has ever been made for a pair of two-handed swords at
most. Kyrrad's value is beyond price, as even a short piece of wire could be
used to form a rune empowering a mighty device.

Truecopper ¯¯¯¯¯¯¯¯¯¯ The refined, concentrated essence of copper,
truecopper drains mana (spell points, PP, etc.) from anything in contact
with it at a rate of two units of mana per minute per tenth pound of
truecopper present. Under no circumstances should this metal be mistaken for
the alchemical True Copper, which is a stabilized, fluid form of the essence
of copper, unlike this solid, metaphysically reactive form of the essence.
Resembling normal copper in appearance, truecopper can be told apart by
almost any spell user at the merest touch. Each tenth pound of truecopper
takes 100 pounds of normal copper to make, requires a spellcaster of at
least the 15th level who is also a master of metallurgy, and the spellcaster
must rest a full day after making it due to the strain on his spirit. Most
who attempt to make truecopper are actually rendered unconscious by this
strain, leaving only those of the strongest spirit to succeed.

Truesilver ¯¯¯¯¯¯¯¯¯¯ A refined, concentrated, and reactive form of the
essence of silver, truesilver is a thick metallic fluid valued at 3 to 5
silver coins per _drop_. Again, never mistake it for the alchemical True
Silver, a fluid essence of silver useful in enchanting items of spell
storing and animation of golems. This truesilver, while deadly poisonous if
consumed, is best known for its uses in creation of permanent magical
devices, especially those in which a portion of the spirit or magical
potential of the maker must be sacrificed in the making. A few drops of
truesilver can be substituted for each unit of sacrifice normally required,
making such items available without harming any living thing. Truesilver
cannot be used to make potions or other consumables, and it just isn't
powerful enough to be substituted in those magics which call for Primal
forces, such as divine-level powers. Truesilver can be refined by an
enchanter of at least the 5th level, whose skills in metallurgy are
considerable. It takes an hour and 1/25th pound of silver to make each drop

Truelead ¯¯¯¯¯¯¯¯ Again a reactive essence, truelead is no more dangerous
then normal lead. It is a somewhat heavier metal than lead, but otherwise
much like it. Its main magical property is that for every ten pounds of it
incorporated into something, that thing gains one "unit" of magical
resistance. It is also used in making several magical alloys. Thankfully, it
cannot be mistaken for the alchemical True Lead, a violet liquid of somewhat
greater resistive powers. The rituals of making truelead are harder than
those for truesilver, but not as difficult as those for truecopper, and
there is no danger to the enchanter.

Silvered Steel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ An alloy of silver, steel, and magic, silvered
steel enhances some combat magics when they are cast on it (most notably
Warlock spells), and a physical weapon of silvered steel can harm (with full
damage) those things which can only be affected by spiritual attacks. The
requirements for making a pound of silvered steel include: a pound of normal
steel, 1/5th of a pound of silver, a forge 6 times as hot as is needed for
melting steel, metallurgy skill equal to what is needed for truesilver, and
a spellcaster of at least the 10th level.

Pitch Metal ¯¯¯¯¯¯¯¯¯¯¯ Has the same magic resistance as truelead (1 unit
per ten pounds) but the weight of steel. This is an alloy of steel,
truelead, and a little truesilver. However, making it also requires
sacrificing a tiny amount of the makers spirit/magical potential, which in
this case cannot be substituted for unless the maker is at least a demigod.

Blood Metal ¯¯¯¯¯¯¯¯¯¯¯ A dreadful alloy, anything of blood metal is
innately poisonous. Thankfully, it is not very durable, being only equal to
iron physically. Fumbled attempts to enchant blood metal often kill the one
who attempted it. Cuts from blood metal will each inflict 2 h.p. of damage
every 20 seconds for several minutes. Other than the poison, blood metal is
mundane, exhibiting no magical modifiers or other properties. Thankfully,
making it is harder and more dangerous than making truecopper, requiring
great skills in metallurgy, spells, and in alchemical poisons.

Gods Copper ¯¯¯¯¯¯¯¯¯¯¯ Looking like copper, this metal is extremely rare,
its origin unknown. Never knowingly wasted in weapons, gods copper armor
completely blocks any critical hit which would normally affect the area it
covers. Items made of it can withstand twice as much damage as normal before
being harmed, and it bestows considerable magic resistance (reduce attacking
magic by one level per 8 pounds or so of gods copper, more if enchanted or

Black Titanium ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As hard as diamond, this black metal is immune
to magnetism, and can be induced to resist psionics and earthpower if the
user projects a tiny (1/4th of a point of constitution) amount of their life
force into the metal. The resistance starts at 50% and can be boosted up to
75% with additional life force (1 con point per 5%). However, this
resistance lasts but three seconds per activation. The expended life force
is completely restored by a good sleep. Weapons of softer materials do only
1/10th of their normal damage (1 10th of protection) against black titanium,
although magical fires affect it rather easily, as it melts at 3,987
degrees. Black titanium is artificial in origin, not requiring any excessive
skills or power to make if the materials and formula are available.

Forgotten Steel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Despite the name, there is no iron in this
strange, misty silver metal. It accepts enchantment as if it were made to be
enchanted, can fire a beam of magical force up to 100 feet if someone
projects a point of their constitution into it (beam does about 1d10 damage
per con point), and can double the effectiveness (but no more than double)
of magic and mutational energy focused through it. The amount of metal
needed for either the beam or the doubling is equal to a wand 1 foot long
and 1/2 inch in diameter. For all physical purposes, forgotten steel reacts
the same as normal steel. For chemical purposes, it reacts in ways that do
not resemble any other metal.

Gravanium ¯¯¯¯¯¯¯¯¯ Found in the same ores as forgotten steel, gravanium has
negative weight. A 1" cube of it can lift 2.95 pounds. In appearance, it is
a blue metal as strong as steel, which melts at a mere 620 degrees (on the
same scale, aluminum melts at 660 degrees).

Hadrathium ¯¯¯¯¯¯¯¯¯¯ This is a silver metal named after Hadrathus, God of
War and Winning. It is several times harder than diamond and can cut through
black titanium. Impervious to electricity, hadrathium is poisonous to all
dragons, drakes, and hydras. A cut from it does 10 h.p. per 3 seconds it is
in contact with their bloodstream, and they must withstand a metabolic shock
or fall unconscious for at least an hour. Melting at 6,786 degrees, a one
inch cube of this light metal can withstand over 50,000 pounds of pressure
before deforming. Hadrathium has 2 10ths of protection.

Hell Iron ¯¯¯¯¯¯¯¯¯ Another exceedingly rare metal (these days at least),
Hell Iron is normal iron, when on its native plane. Anywhere else, and it
develops devastating powers. It ignores the ability of other materials to
lessen the amount of damage inflicted per blow, and in piercing mortal flesh
it can automatically steal the victim's soul, storing one soul per pound of
Hell Iron in the weapon. When it contains souls, it is sheathed in red
flames. Breaking the metal can release the souls, if the piece is too small
to hold as many souls as it has in it. Physically, Hell Iron is much
stronger than normal iron, but still weaker than normal titanium in most
ways except its heat resistance (it melts at 9,100 degrees). Hell Iron has
no 10ths, but ignores all 10ths of the target.

Pelleum ¯¯¯¯¯¯¯ This excruciatingly heavy metal (almost 4 pounds per cubic
inch) can only be made by a master alchemist possessed by a greater earth
elemental, or by divine powers. For all its might, pelleum melts at a mere
10,000 degrees, although it can withstand over 120,000 pounds per inch in
pressure without harm. The alchemist who made it can, whenever possessed by
a greater earth elemental, reshape the pelleum he made at will with a touch.
Otherwise, arcane means must be found to work it. Pelleum has 3 10ths.

Power Iron ¯¯¯¯¯¯¯¯¯¯ Seeming to be normal iron in all ways, power iron is
utterly immune to being detected as such or located in any supernatural way.
However, should someone project even one point of constitution into the
metal, it gives itself away by vibrating gently as it absorbs the life
force. Each ounce of power iron can store 1 point of CON, freely absorbing
and releasing it to the user at their will and touch. Even gods cannot tell
power iron from normal iron unless it has CON stored in it. Power iron is so
rare that it makes Hell Iron, Shadarkeem Metal, and Adamony seem common in

Shadarkeem Metal ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Close to Kyrrad in power, this dreaded
material has NO melting point and cannot be vaporized or disintegrated,
although in all other ways it resembles extra-strong iron. It actually is
normal iron, except that it originates on the dread plane Shadarkeem, where
gods become as mortals, and those who are normally mortal cease as if they
had never been. It can absorb and nullify practically any power except those
based on Venderant Nalaberong (V.N.), the language of the making of the
multiverse. Its most feared power resembles the soul stealing ability of
Hell Iron, save that Shadarkeem Metal can only steal the souls of immortals
and gods, and the merest touch imprisons them physically within. Just being
within 1 foot per pound of Shadarkeem Metal causes immortals and gods to
collapse, comatose until it is removed or 5 minutes have passed, at which
time they _die_, their essences drawn into the metal. Titanite is known to
block this effect, and some legends indicate yaddrakk may bestow some
protection as well. No one has yet succeeded in bringing a piece of this
metal near a Drelth (a level of beings as far above the gods as greater gods
are above rocks), but it is suspected that they may also be subject to this
horror, although they would certainly be able to use V.N. against it.

Titanite ¯¯¯¯¯¯¯¯ This, physically (but not magically) the strongest of the
metals known even to the gods, possesses 5 10thes, infinite h.p., and may
only be melted ONCE, after which it cools to be invulnerable to below the
power of V.N. or Primal (divine power). Even Hell Iron can't affect this
stuff. A radiant golden hue, titanite ore is found only on certain airless

Adamant ¯¯¯¯¯¯¯ This is the pure metal form of the hard jet-black
ferromagnetic ore known as adamantite, from which adamantine, adamantium,
and adamony are made. One of the hardest of the commonly known magical
metals, pure adamant is capable of slicing through most other metals as if
through air, but a stout blow from almost anything will break it. Too
brittle to be used for weapons and armor by itself, adamant is usually used
in experimentation (seeking to develop alloys better than adamantine and
adamantium) or as styluses used to etch metals. Adamant is a gleaming,
glossy black, Any reflections seen in it acquire rainbow edges, this
property being the surefire way to identify this metal. Adamant itself
appears to be invulnerable to fire and heat, complex alchemical treatments
are needed to work it. It exhibits some resistance (or tolerance?) of cold,
electricity, acids, and attempts to disintegrate it.

Adamantine ¯¯¯¯¯¯¯¯¯¯ An alloy of adamant, electrum, steel, and mithril,
adamantine is fully as hard as adamant yet possessing a rugged durability
making it almost unable to be cracked, much less shattered as adamant may
be. Black in hue, but possessing a green sheen which turns to purple-white
under most magical radiances, adamantine can rarely be mistaken for any
other metal. Unlike adamant, it can be affected by fire & heat, although the
temperatures needed to work it are excruciatingly high and it is tricky to
work with at best, requiring special oils to slake and temper the metal
properly. Very receptive to enchantment, enchanter spells cast upon it tend
to be 10% more effective than normal. One thing frightens mages about
adamantine, there are at least 4 recipes for it from completely unrelated
metals (the combination above is considered "true adamantine"), hinting that
it, like orichalcum, is a metametal rather than a specific magical

Arandur ¯¯¯¯¯¯¯ This metal is a secret of the gnomish races, who alone hold
the knowledge how to work it to fashion useful items. The ore from which it
is made occurs as streaks of blue-green within obsidian. If worked
improperly, the resulting metal is as brittle as the obsidian it is found
in, but the gnomes have found that tempering the metal in the blood of a
lightning-breathing dragon while it is being forged prevents it from
becoming brittle. Unflawed arandur is silver-blue, reflections in it have a
greenish cast. Arandur bonds so well with other metals that no melding
spells are needed when enchanting it, and is renowned for holding a sharp
edge even when abused, although it lacks any innate bonuses. It also
partially absorbs magic missile-type energy pulses, someone wielding or
wearing an item made of arandur suffers slightly less damage per magic
missile or related pulse that strikes them.

Darksteel ¯¯¯¯¯¯¯¯¯ An alloy of unknown origin and composition, darksteel
was invented by the Ironstar clan, now believed to be extinct. While it is
unheard of for new darksteel to be made, there are rare ingots of the metal
still scattered among dwarven ruins far below the surface. In most respects
it is much the same as common steel, merely a bit lighter, but when coated
with certain oils (whose formulas are extremely obscure these days) and
heated in even a small fire, the coated metal becomes molten and may be
re-cast. Remarkably, darksteel re-cast or reforged in this fashion retains
all existing enchantments unless they require a specific shape or symbol,
and most come through even unchanged. Moreover, it takes new enchantments
readily even if already heavily laden with dweomers. Finally, it absorbs all
electricity touching it, refusing to conduct it nor be harmed by it.
Darksteel is silvery in hue when polished or cut, but exposed surfaces have
a deep purple luster.

Dlarun ¯¯¯¯¯¯ A bone-white metal that can be mistaken for ivory from a
distance, dlarun is a little-known metal made by the halflings, who take
care to keep word of it as inaccurate as possible. Derived from roasting
clay gathered from certain riverbanks, dlarun is gathered as white chips
among the ash which are then melted down in a crucible filled with a secret
mixture of liquids. When this mess is cooled, it results in a lump of soft,
soaplike metal that can easily be carved with any sharp object, whether
knife or claw. Once carved as desired, the metal is again heated, this time
in open flames fueled with certain secret materials, transforming it into a
lightweight, rigid metal which has but one magical property: it steadies the
mind of any being in direct contact with it, helping them withstand mental
assaults and trickery.

Hizagkuur ¯¯¯¯¯¯¯¯¯ An extraordinarily rare white metal named after the
long-ago dwarven discoverer, it is found in scattered but very rich deposits
of greenish-grey mud far below the surface. Its preparation is very complex,
should even a single element of the process be left out or bungled it
remains mud rather than becoming useable metal. If successfully transformed
into metal, hizagkuur must be cast, worked, or forged within _one day_ of
the transformation and thereafter can never be reworked. If left untouched
for that day, the metal becomes inert and may never be worked (although
direct divine intervention can return it to the workable state, no mortal
magic is capable of this). Hizagkuur is unsuitable for use in items to be
wielded or worn for two reasons. First, it generates a constant surge of
electricity, damaging any living flesh in contact with it unless immune to
such. Second, it reflects magic back at the caster, any sort of magic
(possibly even V.N., though not divine power), itself being unaffected by

Telstang ¯¯¯¯¯¯¯¯ Originally a gnomish secret, this alloy of mithril,
platinum, copper, and silver is now made by certain elvish and orcish smiths
as well. In many writings it is hidden behind the phrase, 'the trusty
metal', often misunderstood by sages to mean steel or perhaps bronze.
Telstang is dull, resembling pewter in appearance, but gives off a clear
bell-like tone when struck. Readily forgeable and non-magnetic, telstang
never oxidizes but does tend to be brittle and break if struck hard. While
its shortcomings make it unsuitable for weapons and armor, it is often worn
(by folk who know of its special power) in brooches, pendants, bracers, and
the like. Telstang's secret? It and all organic material in contact with it
cannot be altered in state, granting nearly total immunity to being
transmuted, polymorphed, shapechanged, petrified, or similar attacks. This
cuts both ways, however, blocking beneficial magical transformations too.
Some alchemical tales claim that telstang and a philosopher's stone negate
each other on contact in a terrifying detonation, it has been confirmed that
the metal can temporarily counteract the benefits of the elixir of life if
in contact with one who has drunk of it, though the telstang swiftly
corrodes as if dipped in strong acid.

Zardazil ¯¯¯¯¯¯¯¯ A rare, durable, amber-to-red metal, zardazil is only
known to occur in a handful of places. A very soft metal, zardazil is never
used in pure form, but rather is alloyed. When added to any other metal, it
bonds perfectly, but apparently vanishes into the other metal without
changing it... except for gaining the power of body phase. When an item that
is partially or wholly made of zardazil spills blood for the very first time
in its existence, an inexorable internal alteration begins in it. Ten
minutes later, the zardazil item completes the change, behaving as it has
always done, _except_ with respect to the being whose blood started the
change. To that single entity, the metal does not exist, and vice versa, the
two passing through each other as if neither exists. Any non-metal parts of
the item still interact in the normal fashion with the attuned being. At
least three noble ladies have drawn forth daggers tied to throat jewelry
from their bodies in recent years to defend themselves. No matter how small
the amount of zardazil used in making the weapon, the entire metal content
of the weapon enters the state of body phase. Able to coexist with the
attuned beings' body freely, it is out of reach of metal-specific magics and
attacks aimed at while it is within the body. It will fall through the body
unless a nonmetal part is present, thus a leather grip or thong is usually
attached to such items. The presence of the body-phased zardazil blade does
not affect the body containing it in any way, weight, spells cast on them,
bodily processes and so on are unchanged. Blood, poisons, and other
contaminants the blade might have acquired are not communicated to the body
when the blade is slid home, it is in body phase rather than being in direct
contact with flesh, blood, and bone. Note that a zardazil blade doesn't body
phase through clothes and armor, they are still subject to its edge.

Electrium ¯¯¯¯¯¯¯¯¯ Made by mixing gold, silver, and iron while flooding the
molten metals with enormous amounts of raw magical energy, electrium
resembles its mundane counterpart electrum in most regards, save that it
receives enchantments willingly. Attempts to enchant items made of it take
only 1/10th the effort and mana they would normally require, though
electrium can not normally be enchanted past +15% strength, nor may most of
the more powerful spells be embedded in it.

Taurith ¯¯¯¯¯¯¯ A naturally occurring alloy of arinyark, found in useable
form near deposits of arinyark, taurith is silver-blue in color. It is
usually worked cold, as melting or softening it with heat destroys several
valuable properties. These properties include: the strength to withstand
extreme torque without cracking or bending, the ability to take and retain a
very sharp cutting edge, and being able to be enchanted as easily as
electrium provided the enchantments are mage-derived (unlike electrium,
which accepts priestly and psionic enchantment as readily as wizardly and
alchemical ones).

Ithildin ¯¯¯¯¯¯¯¯ A soft, shiny silver-hued metal, ithildin is an alloy of
mithril, though only the elven smiths know what else is in it. Used almost
exclusively for inlay and decoration, ithildin appears dull and lusterless
by day or in sunlight, often all but invisible against surrounding metals.
Under the moon or stars, it regains its silvery brilliance and shimmers with
a fine white light. It may be the material that the dwarves use to write
moon-letters, enchanted script which can only be read under a moon of the
same phase and day of the year it was written.

Irbynite ¯¯¯¯¯¯¯¯ The elemental metal of aether, irbynite is naturally
invisible. Working it requires a forge fueled by burning undead creatures
(skeletons, mummies, and zombies will not do, more strongly negative
entities are required), likewise the major tools should be well-imbued with
undead essences and the item should be quenched in living flesh. Actually
making the metal generally requires a lich and a large supply of rust long
buried under a blood-drenched, frequently used battlefield, plus a master
alchemist to distill them. Irbynite has from +15% to 20% magical bonus, but
it can only be used to power magics of invisibility, yin necromancy, or
those which duplicate ghostly powers.

Peraltoid ¯¯¯¯¯¯¯¯¯ The elemental metal of air, this transparent grey metal
is very light, but rather hard to work with. It has power equal to +10% to
+30% depending on the potency of the forge used in making it, but this bonus
only applies with regard to powering animating spells and some wind magics.
Peraltoid is the key material used in fashioning dancing weapons and can
substitute for the mix of alchemical essences otherwise needed to animate
constructs such as golems and suits of armor, though unlike the essences
such constructs won't have a life force or respond to spoken commands.
Members of Clan Borguunaar make this metal with ease, utilizing their
hereditary soulbinding powers to smelt down air and earth elementals, other
groups have to laboriously blend the two elements via a variety of methods.

Lysaughton ¯¯¯¯¯¯¯¯¯¯ Chaos in metallic form, lysaughton is frighteningly
difficult to work due to the constant changes it undergoes. Generally white,
lysaughton may exhibit pastel forms of any color at random times. Forges
used in reworking bits of broken metal are most often fueled with dung from
demons and shapeshifters, augmented with broken wands, a variety of powdered
gemstones, and large outpourings of magical energy via uncontrolled
alteration and/or illusion spells. As weapons or armor, lysaughton
constantly shifts between different designs of the same general shape. No
formula exists in mortal hands for making this metal, the primary source is
somewhere in the demon realms.

Eog ¯¯¯ Another immensely hard metal, eog has the peculiarity of needing
intense cold to soften enough to be worked as well as fire such as may be
found in the hearts of efreet lords or the burning blood of a lesser
phoenix. Several colors of eog are known, all slight variations on the basic
formula of mithril, durang (titanium), the soulbound essence of a glacier or
major ice spirit, and several secret ingredients. Eog possesses terrifying
magical potential, some samples have been known to sustain a single power
equal to +45% without complex magery backing them, this may be a function of
metaphysical cold permeating the stuff and freezing the spells in place.
However, eog has another power, one that makes it dreadfully hard to
enchant... it dispels magic constantly in the region around it, the
enchanter must overcome this as well as enchanting the stuff. Some evidence
exists that eog is not as effective in nullifying divinely derived magic as
it is at quenching wizardly magic into oblivion.

Mcgrail ¯¯¯¯¯¯¯ Utterly black, mcgrail items leave a trail of moderately
short-lived shadows behind them as they move. Weapons forged of mcgrail shed
darkness to hide the wielder, armor made of it enables the wearer to blend
into shadows or even step into the shadow of the world itself to come forth
from a lesser shadow elsewhere. Making this elemental metal requires ore
that has never seen the sun, moon, or growing plants/animals. It may see
fire, but not spells that produce heatless light. The process needs water
from wells that likewise have never been illumined, distilled essences of
shadow creatures, and a fire fed solely with things which are inherently
black. Often the spark that starts the fire is itself struck with an older
piece of mcgrail.

Davistone ¯¯¯¯¯¯¯¯¯ Not truly a metal, davistone is classified as one of the
elemental metals due to how it is made. This brownish-grey stuff can be
worked like a metal, but great care is needed since it really isn't very
malleable. Its primary power is that of barrier breaking, weapons of
davistone can often sunder armor and bring down many sorts of wall spells.
Davistone armor, while heavy and uncomfortable, permits the wearer to pass
through many kinds of protection spells and magical diagrams unaffected.
Unlike other elemental metals, no special forges are needed to work it.

Platnite ¯¯¯¯¯¯¯¯ Made through fusing lightning spirits with earth spirits,
platnite is a blue-white elemental metal primarily used in weaponry, as it
can pass through most other metals as if they did not exist.

Javednite ¯¯¯¯¯¯¯¯¯ Though an elemental metal, no one is quite sure just
which element javednite is related to. Like the earthborn davistone, it
breaks things, but unlike davistone javednite's power is focused against the
living, as it specifically snaps bones struck by or against it. Armor made
of javednite and suitably enchanted will protect the wearer's bones from
damage or permit freedom of action despite broken bones. Some priests have
had success fashioning holy symbols from this metal, they appear to be
exceedingly effective when turning skeletal undead.

Catoetine ¯¯¯¯¯¯¯¯¯ The heat-based counterpart of eog, catoetine is not
nearly as effective for holding spells. This shimmering metal bestows
quickness, weapons made of it can be swung faster/more often, boots made
utilizing it permit faster running, etc. Its power is solely over physical
speed, don't try to use it to increase the speed of thought, you'll
literally cook your brain.

Elrodnite ¯¯¯¯¯¯¯¯¯ Another elemental metal, elrodnite almost exactly
resembles mundane zinc, save for the cold mist near-perpetually swirling in
the air around it. While not nearly as magically potent as its cousin eog,
elrodnite can still hold moderately powerful spells via the same freezing
effect. Most gear made from elrodnite is enchanted to utilize the mist
defensively, surrounding the bearer and obscuring his location, though some
fashion wands of frost from it.

Inniculmoid ¯¯¯¯¯¯¯¯¯¯¯ The metal of force, inniculmoid is quite hard to
make as spirits of 'force' are all but unknown, unlike the number of 'force'
spells known to mages. When this elemental metal is available, it is most
often crafted into hammers, anvils, and similar tools to take advantage of
its ability to generate and harmlessly absorb tremendous concussion blasts,
a quality which smiths who work with enchanted materials greatly prize. A
handful of inniculmoid shields are reputed to exist, no one wastes this
metal on swords, and very rarely is it used in jewelry.

Boernerine ¯¯¯¯¯¯¯¯¯¯ Made from smelting down light elementals with earth
spirits, boernerine is relatively common as elemental metals go, though
generally loathed by sun-priests and others who revere light. Boernerine
items continually shed a magical radiance, different batches seem to have
different potencies.

Neurolite ¯¯¯¯¯¯¯¯¯ Black yet white, cold yet hot, neurolite is a paradox.
Nearly impossible to work without repeatedly destroying your tools, this
metal shreds other materials as if strongly acidic, yet without causing any
dissolving or changes to the other substance. It has been observed that
things encased in neurolite do not decay or spoil, the metal seems to hold
things in stasis. Some sages believe that the stasis property is the primary
one, that the shredding effect comes from portions of the other material
being in stasis and other portions moving around outside the stasis effect.

Wetznite ¯¯¯¯¯¯¯¯ Made from stolen pieces of the energies which form planar
boundaries, fused with undead earth elemental material, wetznite is rarely
seen or heard of. It has the property of distance, permitting effects such
as daggers which can slash the air and the wound appears on someone the
wielder is staring at across the room. Irbynite armor can completely block
such an attack if it was aimed at the protected part of the body, as can
wetznite items in combination with appropriate defensive auras.

Fabrinine ¯¯¯¯¯¯¯¯¯ Also called the metal of mortality, this elemental metal
has all of the primary elements in it in perfect balance. A fabrinine item
will bond to the first person who uses it, when that person dies the metal
dies with them unless the item is itself ensouled. By touch and will, the
owner may cause a bonded item to merge with his soul or come forth again.
When it is within the owner's soul or physically on their person, the bond
grants some protection from death magic and critical blows.

Sevenril ¯¯¯¯¯¯¯¯ Outlawed in all but the most evil lands, or reserved for
the sole use of the royal line, sevenril is the elemental metal of spirit
itself. Physically weak, sevenril's power lies with the mind and heart,
permitting command of others and drawing them into friendship with the
bearer. Good rulers may utilize sevenril lined crowns to bring cheer and
friendship, tyrants may use it in weapons such as the infamous Mindsword.

Eonmite ¯¯¯¯¯¯¯ No known method of making this elemental metal is available,
it is considered a theoretical possibility. Eonmite is the metal of time,
believed to be able to prevent aging or vampirically steal youth.

Mabril ¯¯¯¯¯¯ Usually the result of failed attempts to make fabrinine,
mabril contains all of the primary elements in an imbalanced combination. It
is known for having an anesthetic effect, wounds inflicted with mabril
blades don't hurt at all and may be totally overlooked by the victim until
they actually see them. Unlike fabrinine, mabril doesn't bond.

Raysorite ¯¯¯¯¯¯¯¯¯ The metal of sound, raysorite is what most of the fabled
'singing swords' are made from. Parrot-like, it can be alchemically taught
to repeat certain sounds under certain conditions. Making raysorite usually
involves several hundred assistants such as opera singers, harpies, sirens,
etc., may of whom will lose their voices in the process.

Bolusture ¯¯¯¯¯¯¯¯¯ The elemental metal of water, bolusture has no power on
land or in flight, but under the waves it gains magical strength, bolusture
armor may permit the wearer to breath water and move freely, weapons crafted
from it both act as freely as if on land and multiply the effectiveness of
the wielder's combat skills.

Antine ¯¯¯¯¯¯ Often mistaken for peraltoid, antine is a related metal that
is prone to return to places it just left. Missile weapons made of it can be
useful or annoying, depending on the craftsmanship and magics involved. It
is also used in making items that are hard to get rid of.

Keron ¯¯¯¯¯ A black, shiny alloy, keron has such a high luster as to appear
oiled. It holds a keen edge, equal to +10% but not magical.

Arinyark ¯¯¯¯¯¯¯¯ A blue-green, lustrous metal, arinyark has the ability to
absorb and store raw magical energy. Arinyark items can be tapped by mages
of most sorts as a source of additional mana/heka. It can also slowly drain
energy from kregora, reclaiming what was lost. A full suit of armor
laminated with arinyark provides a +30% bonus to resisting magic (only).

Kregora ¯¯¯¯¯¯¯ An extremely rarely made alloy of gold, mithril, celebur
(uranium), and several secret alchemical substances, kregora is too soft and
ductile for much use in armor or weapons. However, it is among the most
potent of anti-magical substances known, applying a +500% bonus towards
nullifying magic it is in contact with or encases. Even artifacts may go
dormant when wrapped in kregora mesh. Being surrounded by kregora, even as a
slender wire around the perimeter of a room, is enough to swiftly sap
mana/heka from a mage or banish the majority of elementals and demons back
to their own planes. Alas, unlike gold and mithril, kregora is subject to
tarnishing and to acids.

Magmir ¯¯¯¯¯¯ A lustrous red metal, magmir is produced solely by alchemical
means. It is primarily used for defensive purposes, as it not only
withstands and protects from fire, but actually stores a portion (about 10%)
of the attacking flame's power within itself. With the right enchantments,
magmir can release the flames in various forms, or convert captured energy
to heal the wearer.

Iclling ¯¯¯¯¯¯¯ Made via a variant of the process used in making magmir,
iclling has the same powers only for cold instead of heat. In appearance, it
resembles fine crystal, spontaneously forming facets as the metal is
tempered whether the smith wishes them or not.

Vaanum ¯¯¯¯¯¯ A strange silvery-white metal of unknown origin, vaanum is
very difficult to affect with magic. This is not due to any anti-magical or
resistive properties, however, the metal is just too alien to our plane.
This same alien quality is what makes it feared, vaanum weapons are "of
Slaying" vs. all mortal life and most immortal life, save only those in
whose veins the blood of Borguunaar runs or those who have devoted their
existences to corruption. Vaanum screams if brought into contact with any
Borguunaar magic or Borguunaar-forged metal, twisting and writhing in
attempts to escape. Prolonged contact annihilates the vaanum item utterly,
beyond the power of a Wish to bring back or locate.

Ogamur ¯¯¯¯¯¯ A dwarven invention, ogamur is a black metal with a truly
unusual innate quality; it is elastic, even more so than most kinds of
rubber. Its properties make it ideal for springs and devices designed to
absorb impact.

Mithrarian ¯¯¯¯¯¯¯¯¯¯ Dangerous to make, dangerous to be around for long,
mithrarian is related to kregora, but rather than draining magic, this alloy
drains gravity, permitting weightlessness of whatever is above it. The
formula includes eog, mithril, celebur, and a host of other metals in trace
amounts. It also is immune to all counterspells that would negate flight or
bring things down to earth.

Cinnabryl ¯¯¯¯¯¯¯¯¯ Found in red clay deposits in regions afflicted by
exceptionally potent curses, this crimson metal protects to some extent
against the harmful aspects of curses, while permitting beneficial aspects
to affect the wearer normally. Unfortunately, if worn by someone not under a
curse, cinnabryl starts sapping the health of the wearer. One ounce of
cinnabryl protects against one week's worth of curses, slowly depleting to
become red steel as it does so. Unlike what it becomes, cinnabryl is soft
and easily worked. It must be worn against the skin to give full protection,
it also only is depleted while defending against curses. The weight of a
piece of cinnabryl decreases at a specific rate as it depletes, this allows
sages and alchemists to judge how much defensive magic it has left. Should
cinnabryl be depleted by a method other than interaction with living flesh
and spirit, it crumbles into the silver-red granules known as steel seed. It
can also be used to brew the potion called crimson essence, which
temporarily bestows a semi-random magical power (and curse) upon the

Red Steel ¯¯¯¯¯¯¯¯¯ Half the weight of normal steel and just as strong, this
crimson metal readily soaks up enchanting spells. It is able to harm beings
immune to magical weaponry or those which require a minimum power level to
injure, though those which are 'immune' to metal still retain this gift
against it.

The following metals are taken straight from their sources, without any
attempts on my part to translate them:

Siderite ¯¯¯¯¯¯¯¯ Also commonly called Meteorsteel or Skysteel, good for all
weapons and armor. Simply made from iron meteorites, but tends to hold
enchantment and heat well. Siderite is an exceptionally good metal to use
for swords that will be enchanted with heat or fire spells. The metal gives
no automatic bonuses to the hit and damage scores of a weapon, but gives a
+2 bonus to enchanting attempts and +4 to saves and enchanting attempts
involving heat or fire.

Volcanosteel ¯¯¯¯¯¯¯¯¯¯¯¯ Iron made from liquid lava and quenched in hot
springs. Volcanosteel is immune to any kind of heat damage and will never
melt. It must be shaped by cold forging. Also does not conduct heat at all.
Weapons gain no automatic hit or damage bonus.

Irridesium ¯¯¯¯¯¯¯¯¯¯ Irridesium is a hard but resilient metal that appears
black with iridescence playing along surfaces that reflect or catch the
light. The primary source for irridesium is the kzin manufacturing citadels.
Several human metallurgists have recently learned how to rework captured
irridesium into new forms, but only the kzin engineers know what goes into
the alloy or how to make it. Irridesium is very easy to enchant, giving +4
on any attempts to do so and reducing the enchanting time by 50%. Before
magic or exceptional craftsmanship is taken into account, irridesium weapons
enjoy a +1 hit and +1 DAM bonus, and cost ten to twenty times the normal
price. Greatswords are usually available at only five times the standard
price. Irridesium automatically succeeds in saves vs. crushing blow, normal
blow, fall, acid, normal fire, electricity, or any sort of rusting or
corrosion, magical or not. It receives a +2 save bonus against all other
forms of damage.

True Iron ¯¯¯¯¯¯¯¯¯ Good for weapons. Shiny gray, rustproof. Distilled from
iron. Takes 20 lb. iron and 2 hours of master labor to produce 1 lb. True
Iron. Weapons made from it get +1 DAM. $100/lb wholesale, availability 75.
LM True Iron has +1 hit, +2 DAM, $200/lb, availability 25. Saves vs. fall,
crushing blow, normal fire, acid, and disintegration at +3. Saves vs.
electricity, lightning, cold and magical fire at +2. The best Trobyn
Armories weapons are forged from True Iron by loremaster crafters. These
blades have +2 hit, +3 DAM from materials and craftsmanship, and cost ten to
twenty times the normal price.

True Copper ¯¯¯¯¯¯¯¯¯¯¯ Shiny and bright red. Distilled from copper. 12.5 lb
copper and 10 hours of master labor for 1 lb. True Copper. Gives +2 DAM,
$400/lb whsl, availability 40. LM True Copper has +1 hit, +3 DAM, $700/lb,
availability 20. Uncommon in the Four Kingdoms, but highly prized in the
Japanese Empire. True Copper saves against fall, crushing blow, acid, and
normal fire at +2, and against electricity and lightning at +1.

Mithral ¯¯¯¯¯¯¯ Also known as True Silver. Shiny bluish silver, holds
polish. Distilled from silver or from mithril ore. Mithral is the lightest
and most supple of metals hard enough to be used in the making of armor.
Material made from mithral has only 50% of the mass of a similar item made
from regular steel. Elven chain and plate armors are made from mithral
alloys. Weapons gain no automatic bonuses and costs $1,250/lb, but
Loremaster mithral gives +2 hit, +2 DAM, $5,000/lb. Availability of mithral
is 60; loremaster mithral is 20. Slight magic resistant properties, but
takes enchantment readily if properly prepared. Wearers of mithral armor
gain a +1 saving throw bonus or lessening of damage done by the magic by 1
point per die, whichever is more favorable to the mithral wearer.

True Gold ¯¯¯¯¯¯¯¯¯ Also called Novagold. Shiny yellow gold. Holds polish.
Distilled from gold. 7 lb gold and 200 hr LM labor for 1 lb True Gold. True
Gold has properties that make it an excellent choice for holy objects and
items representing powers of purity, goodness, or light. Weapons made from
True Gold gain +2 hit, +4 DAM, $40,000/lb. The formula for True Gold is not
widely known, and thus True Gold is generally unavailable. Strong magic
resistant properties.

Iron Absolute ¯¯¯¯¯¯¯¯¯¯¯¯¯ Commonly called Mold Metal. Toughest of all
known materials;has an effectively infinite Break Threshold and toughness
value. An object of Iron Absolute must be made in the shape it is to have,
and cannot be reshaped or broken thereafter, except by divine power or by
someone who drinks a special potion that will allow them to easily mold the
metal to any desired form for a few minutes. Quality of product is
appropriate to the molder's rank in the craft required to make the item
being molded. Iron Absolute is rough and dark gray in color. Distilled from
True Iron. 16 lb. True Iron and 15 hr LM labor to make 1 lb Iron Absolute.
Iron Absolute weapons ignore up to 10 points of protective armor, striking
even a knight in full plate armor as if he were unarmored, +2 hit, +5 DAM,
$2500/lb, availability 10. The molding potion is a very difficult Alchemical
creation, requiring the same effort and costing the same as a dose of Jump
Juice or Ultimate Solvent. Iron Absolute is rustproof, of course.

Copper Absolute ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Superconducts heat and electricity; no
protection whatsoever against heat, cold, or electricity attacks, and will
conduct heat, cold, and electricity back to the wielder's hand. Despite this
major disadvantage, it has a lot of value for technomancers. It also seems
to hold powers of quickness, and weapons made from Copper Absolute strike at
weapon speed 2, as if they were no more than daggers in mass. Distilled from
True Copper, retaining and deepening its ruddy color. 14 lb True Copper and
40 hr LM labor to make 1 lb Copper Absolute. Weapons are +1 hit, +3 DAM,
$8000/lb, availability 10.

Silver Absolute ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Sometimes called Local Adamantite, but this
metal is not actually an alloy of adamant. Black in color, and shiny.
Distilled from True Silver. 7 lb True Silver and 100 hr LM labor for 1 lb
Silver Absolute. Weapons have +3 hit, +6 DAM, $20,000/lb. Formula not
generally available. Strong magic resistant properties, but takes
enchantment readily. Gives a +3 on all enchanting attempts. Saves against
all perils at +5. Silver Absolute cannot be polymorphed, disintegrated, or
changed in form by any type of magic.

Gold Absolute ¯¯¯¯¯¯¯¯¯¯¯¯¯ Also called Megametal, this alloy was originally
discovered in the aftermath of the fiery destruction of an evil god in the
midst of a vast treasure hoard. Megametal resists all change. Its toughness
is the highest rated, equivalent to starship armor. Persons armored in
Megametal cannot be struck by ordinary weapons, and suffer only the magical
damage bonus from enchanted weapons. Does not conduct heat, cold, or
electricity. Strong magic resistant properties. Weapons made of Megametal
ignore magical protective pluses of armor and protective spells. This would
allow Megametal rifle bullets to penetrate a protection from normal missiles
and stoneskin spell combination. 2.6 lb True Gold and 800 hours LM labor to
make 1 lb Gold Absolute. +3 hit, +8 DAM, $100,000/lb. Formula not generally

Solarite ¯¯¯¯¯¯¯¯ Solarite, or Sun Steel, is what Heinree make their
sunswords out of. Must be activated with a solar concentrator, after which
it's plasma and can't be reverted to metal. The original conversion doesn't
always work; there's about a 50% chance that it'll just evaporate and you'll
have to start over. Unactivated Solarite ore is mined from rock outcroppings
in the hottest deserts, and is extremely rare. The metal extracted from the
ore has an exceptionally high toughness and is purely a black-market
commodity as the Heinree hunt down any non-male-Heinree who is found to
possess it. To make an activated Solarite object, the metal must be shaped
(difficult considering its toughness) and subjected to highly concentrated
sunlight in a process known only to the Heinree. After activation, the item
will cut or melt any material with a natural AC worse than -6, and cannot
itself be cut or broken. It has +3 hit and +6 DAM, and its damage is
considered fire damage for purposes of igniting flammables. It is not
possible to make armor from Sun Steel. Activated Sun Steel is as bright as
the surface of the sun. Price subjective, but typically at least $150,000 a
pound for worked, activated Sun Steel.

Soul Steel ¯¯¯¯¯¯¯¯¯¯ Cuts nonliving material like air, but does not exist
for living tissue: it merely passes though living matter like a ghost,
inflicting no harm at all. Great for use against doors and Undead, simply
chopping inanimate matter up without resistance, doing effectively infinite
damage to whatever it hits. The only exception is material that has
toughness equal to or higher than that of Soul Steel. +2 hit, +2 DAM. Price
subjective; no known terrestrial ore sources. Expect to pay at least
$80,000/lb if you find some for sale. It has been theorized that Soul Steel
can only be created through divine intervention, and it seems to require the
trapping of the soul of an intelligent creature for each pound of metal.
Formula is not known, nor has it been discovered how to release the trapped
souls from the metal, although communication with them (they are almost
always wise and benevolent) is possible.

Demonsteel ¯¯¯¯¯¯¯¯¯¯ This horrible alloy is forged in certain Hells and
allowed to enter the real world for the purpose of spreading fear and death.
It does continuous damage, screaming and moaning when it touches blood. A
piece of Demonsteel stuck in a creature will do full maximum weapon damage
every round after it first strikes. Each pound of Demonsteel requires the
soul of an intelligent creature to make, but this is not a problem in Hell.
Release of the trapped souls does not seem possible, but communication with
them (they are almost always selfish and evil) is. Demonsteel has +4 hit (it
likes to seek flesh) and +4 DAM. Fairly commonplace, but outlawed nearly
everywhere. Costs typically $6000/lb, availability 25.

Glowiesteel ¯¯¯¯¯¯¯¯¯¯¯ This material was only recently distinguished from
Megametal, and its formula is not generally available except to a few
exceptionally skilled metallurgists. Its main feature is its absolute
resistance to all magic, except divine intervention. It will never be
affected in any way by any normal magic or psionics, or that of Terrans or
Sorcerors. Won't pass though teleport gates, cannot be located with magic.
Also glows yellow. The source of ore seems to be the bones of a dead god,
mined in a distant and inaccessible land, or possibly from a god island in
the Astral. Glowiesteel is also a fine weapon metal, with +3 hit, and +5
DAM. Price subjective but at least $400,000/lb.

Exotic Adamantium ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Evaporates target (up to 100 times the
weight of the impacting weapon) on a natural 20, plus is strongly magic
resistant, and conveys some magic resistance to anyone holding even a small
piece. Exotic Adamantium is brought here from a different plane, where it is
created by divine intervention. Extremely rare. Every known piece has a
stylized logo on it that seems to be a merger of the letters A and C.
Weapons are +3 hit and +5 DAM, price subjective but at least $100,000/lb,
availability 1. Exotic Adamantium is dull black and lusterless.

Hard Water ¯¯¯¯¯¯¯¯¯¯ Ripples like water, and is reflective and neutrally
buoyant, but keeps its shape. The rippling is mainly a special effect,
though, and Hard Water is not a particularly potent metal. No hit or damage
bonuses. Made from Ice Crystals, requiring $5000 worth of them and 50 hours
of LM labor to create 1 pound. $8000/lb wholesale, availability 10. More a
curiosity than a practically useful material.

Diamondsteel ¯¯¯¯¯¯¯¯¯¯¯¯ Best of the so-called Mineral Metals, which are
commonly known and often used for weapons. Transparent. Diamondsteel is
extremely tough and resiliant, +4 hit and +8 DAM, no special properties.
Takes 800 hr LM labor and $27,000 worth of diamonds to make one lb.
$75,000/lb wholesale, availability 15.

Emeraldsteel ¯¯¯¯¯¯¯¯¯¯¯¯ Second best of the Mineral Metals. Green
translucent. +3 hit, +6 DAM. 500 hr LM labor and $10,000 worth of emeralds
to make 1 lb. $40,000/lb wholesale, availability 20.

Rubysteel and Sapphiresteel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These two tied for
third best Mineral Metal. Transparent red and blue respectively. Weapons are
+2 hit and +4 DAM. 200 hr LM labor and $8,000 worth of rubies/sapphires to
make 1 lb. $20,000/lb wholesale, availability 20.

Greensteel ¯¯¯¯¯¯¯¯¯¯ Fourth Mineral Metal, but possibly the most beautiful.
Looks like normal jade shot with veins of silver. Surprisingly tough, +1 hit
and +2 DAM, 25 hr LM labor and $1,000 worth of purest greenstone jadeite to
make 1 lb. $2500/lb wholesale, availability 25.

Adamant (2) ¯¯¯¯¯¯¯¯¯¯¯ Adamant is a moderately hard black metal that is
usually found in a bright blue ore near areas where vulcanism is common and
mana is dense. When forged in an alloy with iron, a very difficult task, 10%
Adamant 90% Iron the resulting metal is incredibly strong per unit weight.
The section on armor details the typical values for different types of
adamant armor. Adamantium steel weapons, if they can be made, do +50% more
added damage and have +50% break. They also have 25% less delay, to a
minimum of -1. Magic items made with pure adamant that have more than half
their mana spent on earth or water magic gain only need 7% of the
mana/experience spent they would otherwise need.

Magnesium ¯¯¯¯¯¯¯¯¯ Magnesium is a light strong metal, quite hard to refine,
that can be ignited by white hot coals or other hot fires and which burns
with an actinic light that should severly annoy demons, undead, and other
creatures of darkness.

Mithril (2) ¯¯¯¯¯¯¯¯¯¯¯ Mithril is a soft pale silver metal found deep in
the earth in a white ore that can be forged by adding trace amounts of zinc
and tin into a very hard somewhat light metal that can accept mana and
enchantment abnormally well. Mithril armor is detailed in the section on
armor. Mithril weapons get +30% more added damage and +30% break as well at
10% off their weapons speed. Magic items made with pure mithril that have
more than half their mana spent on spirit or air magic only need 60% of the
mana/experience spent they would otherwise need.

Orchallium ¯¯¯¯¯¯¯¯¯¯ Orchallium is a pale orange metal about as hard as
iron and slightly less dense. It is found mixed with copper or silver in the
vicinity of massive releases of magic or mana. It does not make good alloys
for armor and arms, being too brittle, but is extremely friendly to
elemental magic, especially fire magic and is often used to make magic
items. Magic items made with pure orchallium that have more than half their
mana spent on void or fire magic only need 60% of the mana/experience spent
they would otherwise need. Other elemental areas require only 80% of
mana/experience in the same fashion.

Tarnrill ¯¯¯¯¯¯¯¯ Tarnrill is a bizarre metal which is a blackish brown in
color and is found in a dirty brown, greasy ore. The ore is most commonly
found deep in the earth beneath mass graves or near where acts of necromancy
took place. Tarnrill has the bizarre property that at least moderately
bright sunlight causes it to burst into flames. Burning tarnrill does 8d6
per round and takes a long time to finish burning emitting smoke that acts
as intensity two speed VI poison. Water will put out the fire only if
sunlight is not also present. Tarnrill alloyed with iron makes a jet black
alloy that is similar in strength to Mithril. This alloy will do a maximum
of 6d6 and can be put out by immersion though as soon as it is out of water
it will burn again when sublight is present. Tarnril weapons get +30% to
their damage bonus and break and 10% off their weapons speed. Tarnrill is
friendly to necromancy and shadow lore. Magic items made from pure tarnrill
that have at least 50% of their spells in these two areas need only 60% or
the mana they would normally need. Tarnrill conducts necromantic attacks to
that a shadow, wraith, vampire or other undead that has a drain attack that
requires touch to use may still use it when wielding a tarnrill weapon.

Tsargo ¯¯¯¯¯¯ Tsargo is a jet black metal found deep in the earth in a
transparent crystalline ore. The refinement techniques are known to very few
and are said to involve pure water, actinic flame, and lightning. Tsargo
reacts with magic in a violent fashion. It is far to rare to be made into
armor even in alloys save as a trace element. Tsargo in its pure form is
unstable and explodes violently in the presence of spellcasting (d100's or
damage over a large area). Tsargo alloys have a number of bizarre

Adamant/Tsargo ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -120. An alloy of 25% adamant and
75% tsargo forms a matte black metal capable of absorbing potions, poisons,
and fluids as described in the spell Absorption in metal alchemistry. A
daggerweight of the metal can absorb three vials worth of fluid and the
fluid is released as in the spell Absorb. If different fluids are absorbed
then use the rules for mixing potions in potion alchemistry with +30 to any
failure rolls as the metal completely mixes the potions. An alloy of 50%
tsargo and 50% adamantium forms a translucent black metal, appearing not
unlike obsidian, with the property that is 50 grams or more are in contact
with the skin of a living creature then any spell directed at the creature,
other than elemental magic spells that do direct damage is absorbed as per
the ability Magic Absorption. The creature saves versus magic at -3 per mana
in the incoming spell and if the save is made gets each mana point as a
design points worth of recharge to mana, health, hits, and stamina in that
order. An alloy of 75% adamant and 25% tsargo creates a lustrous and shiny
black metal that makes translation into the spirit plane easier. In contact
with the skin and in amounts greater than 20 grams it grants the skill
Spiritual Awareness at the base level or adds two ranks to the skill of a
spiritually aware creature.

Copper/Tsargo ¯¯¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -30. An alloy of copper with at
least 3% but no more than 5% tsargo forms a bluish metal that emits a small
amount of electrical current all the time, in proportion to its velocity.
When thrown or used as a bludgeon the metal delivers a shock of d6 per 10
over the hit roll was to a maximum of whichever is smallest: 18d6, d6 per
gram, d6 per inch thrown for a missile. When delivered as an arrowhead or
other high speed missile it does at most 18d6, 4d6+d6 per inch traveled, or
d6 per gram. For every die over 8d6 a sample of this metal does there is a
chance of 3% it will transform back into copper oxide and Tsargo ore. An
alloy of copper and tsargo with 5%-10% Tsargo acts like the thinner alloy
but does magic damage and has a 5% per die over 6d6 or separating. If the
alloy exceeds 10% Tsargo it tends to explode if moved at all for d100 in a
2d6" radius. If placed in a containment that completely excludes magic it
can be moved safely.

Gold/Tsargo ¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -50. An alloy of gold and tsargo with
50% or more tsargo forms a red-gold metal that has an affinity for
enchantment. Magic items with at least half the spells within the
enchantment school (illusion, control, vision, mirror) need only 60% of the
mana or unspent experience they normally would. Alloys of 5% or more tsargo
and gold have the property that they trigger avarice to an abnormal degree.
Any creature even somewhat given to avarice will feel great longing to
possess this form of red gold.

Iron/Tsargo ¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -10. An alloy of tsargo and iron with
1-2% Tsargo makes a weapon that learns its wielder's desires and hence gains
in ability to hit. Each week that the wielder practices at least 1 DP with a
Tsargo/Iron weapon the hit plus increases d3% if he rolls over the current
hit plus on 3d10. The hit plus for the wielder of a weapon is a hit minus
for anyone else - the weapon is extremely personalized. If the alloy has
more than 2% Tsargo then the sword will, in addition to the above property,
develop a personality not unlike its wielders and the ability to control its
hit plus minus as it sees fit. It is quite likely to start making demands
for decoration, magical runes, and other things. If the Tsargo fraction in
the alloy passes 5% then the weapon will detonate for d100 destroying itself
when it grows angry. Iron-tsargo alloys are jet black and lustrous.

Magnesium/Tsargo ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -50. An alloy of 3-5% tsargo
and magnesium forms a clear metal with the mechanical properties of steel
and the ability to store light. It stores an amount of light equal to an
hour of bright sunlight and releases it at the rate it was absorbed. The
metal is slightly harder to burn than refined magnesium but burns as
brightly and hotly. Alloys above 5% burst into flame when illuminated
substantially and are sometimes used to ignite plain magnesium.

Mithril/Tsargo ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -140. An alloy of 25% mithril and
75% tsargo forms a white metal with polychromatic highlights that, when in
contact with the skin in amounts greater than 30 grams, grants a magic save
versus alchemical potions and essences and versus poisons. If the save is
made the substances are rendered inert within or while touching the imbiber.
An alloy of 50% mithril and 50% tsargo forms a lustrous, pearly white metal
that has a great affinity for magic. Magic items made from this metal will
recharge +2 mana per hour faster than normal (this makes charged items have
a recharge, possibly quite valuable). In addition this metal has an affinity
for thaumaturgy and essential alchemistry. Magic items made from this metal
that have at least half their spells in the area of thaumaturgy or essence
alchemistry need only 50% or the mana or experience it would normally need.
If the fraction of tsargo is too high, more than 55% the metal explodes for
4d100 of damage when mana flows through or near it. If a 50% mithril/tsargo
setting is used for mana stones it increases by 100% the mana capacity of
the stones. An alloy of 75% mithril and 25% tsargo forms a metal with the
color and mechanical properties of freshly polished silver with
polychromatic highlights in colors other than red, purple, and orange. In
contact with the skin in amounts of 20 grams or more it grants the recipient
+1 WP and doubles his mana recharge rate. Used to coat a weapon, as with
silvering, the weapon does double damage against any creature with a
susceptibility to silver or mithril.

Orchallium/Tsargo ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -120. An alloy of 25%
orchallium and 75% tsargo creates a soft, bright red metal that will flame
whenever someone touching it concentrates and makes a stress save. If they
maintain concentration the flame will not burn them. Skin contact with 30 or
more grams of this metal also gives +6 fire armor. The fire is small doing
d6 per round and is mostly useful for ignition of fires and the like. An
alloy of 50% orchallium and 50% tsargo makes a soft orange metal that will
liquify fire by touch, as per the fire element spell of the same name. In
addition this metal allows a magic item that has only fire element spells in
it to recharge at a rate of +1 mana/hour faster than normal. If spells of
any other area are in the item it will prevent recharge. An alloy of 75
hard, straw-yellow metal that will release mana from a charged or recharging
magic item as fire by touch. The rate of drain is one mana per round per 50
grams of metal and each mana point released creates d6 of damage in a burst
with a radius equal to the square root of the number of dice. The burst
continues until the item in question is drained. Permanent items recharge as
recharging items.

Lead/Tsargo ¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -25. An alloy of lead and 3-5% tsargo
forms a grey metal with incredible density that is immune to the effects of
void. A coating with this metal, not an easy task, grants immunity to
disintegration effects associated with the void. A container coated with
this metal can be used to contain void elementals and the like. This alloy
drains mana from items contained within it slowly and neither mage not item
can recharge when surrounded by it. The substance can be used to shield
copper-tsargo alloys for transport.

Platinum/Tsargo ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -60. An alloy of 25% platinum
and 75% tsargo creates a very soft, dull, nonreflective orange alloy. This
allow has a melting point of about fifty degrees F. Skin contact with 20
grams or more of the metal renders the spirit of a material creature
completely invisible to spirits or on the spirit plane. In addition
nonliving objects touching this alloy have no spiritual counterparts and
cannot be caused to have them. On a roll of -3/die of spiritual damage done
this alloy allows a person or object in contact with it to take spirit
damage as fire damage. An alloy of 50% platinum and tsargo forms a pale
whitish-orange metal that is liquid at temperatures of -5 centigrade of
more. This substance forms an impenetrable barrier to spirits and which has
an armor against spirit damage of 20. In addition the metal is extremely
malleable when chilled and can be shaped with greater ease than gold. The
fluid form can be painted on if mixed with some kinds of binders. An alloy
of 75% platinum and 75% tsargo creates a metal that looks like yellow-orange
tinged platinum. This metal is friendly to Ipso Lore and any magic items
made from this metal (or substantially incorporating it) that have at least
half their mana spent on Ipso Lore require only 75% of the mana they
normally do.

Silver/Tsargo ¯¯¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -60. An alloy of silver and tsargo
that is 5-15% tsargo forms a metal that gives a lycanthrope touching at
least 20 grams of the metal a stress save to control his transformation. The
normal stress save prevents involuntary transformation. A stress save at -30
permits transformation at will. An alloy of silver and tsargo that is at
least 20% tsargo forms a white metal that has a great affinity for magic.
Magic items made from this metal will recharge +1 mana per hour faster than
normal (this makes charged items have a slow recharge, possibly quite
valuable). This has no useful effect on a permanent item. In addition this
metal has an affinity for thaumaturgy and magic items made from this metal
that have at least half their spells in the area of thaumaturgy need only
70% of the mana or experience it would normally need. If the fraction of
tsargo is too high, more than 30% the metal explodes for 2d100 of damage
when mana flows through or near it. If a silver/tsargo setting is used for
mana stones it increases by 50% the mana capacity of the stones.

Tarnrill/Tsargo ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -90. An alloy of 25% tarnrill
and 75% tsargo form a greenish black metal that does not have Tarnrill's
tendency to burn in sunlight but which rather does d6/round of necromantic
damage to anyone touching it when exposed to sunlight. This metal has an
extreme affinity for necromancy and magic items containing only necromantic
spells require only 40% of the mana or unspent experience they would
otherwise need. In addition this alloy affects sentient undead as
tsargo-gold alloy does men or dragons. An alloy of 50% tarnrill and 50%
tsargo is a sickeningly green, slick, shiny metal that has an affinity for
demonic lore. In sunlight rather than burning it does d6 per round of
hellfire damage to anyone touching it. Magic items constructed from this
alloy containing only demon lore spells require only 40% of the mana or
unspent experience they would otherwise need. In addition this alloy affects
sentient demonic creatures as tsargo-gold alloy does men or dragons. An
alloy of 75% tarnrill and 25% tsargo forms a pale yellow metal. This metal
bursts into flame in sunlight as does tarnrill. Used in a magic item it
allows the magic item to recharge by draining hit points out of a living
creature that is damaged with it. For each die of damage done with the magic
item the magic item recharges one mana. It cannot regain more than two mana
per round this way. Usually the tarnrill-tsargo alloy is incorporated into
the center of a blade made of an iron alloy.

Tin/Tsargo ¯¯¯¯¯¯¯¯¯¯ Difficulty: -10. An alloy of tin and tsargo in any
combination that is at least 10 has roughly the mechanical properties of
lead. Application of a large amount of mana in the form of a spell,
especially fire magic, will cause the metals to separate. This alloy is
often used to store tsargo.

Zinc/Tsargo ¯¯¯¯¯¯¯¯¯¯¯ Difficulty: -50. An alloy of zinc with at least 5%
but no more than 12% Tsargo forms a greenish metal that emits a small amount
of life energy all the time, in proportion to its compression. When thrown
or used as or in a hand to hand weapon the metal delivers on impact a burst
of life energy that applies d6 of life energy per 10 over the hit roll was
to a maximum of whichever is smallest: 18d6, d6 per gram, d6 per inch
thrown. If crushed it delivers 2d6 per man weight of compression. The energy
does the equivalent of magic damage to undead with no divisor or immunity.
If this damage hits a person it heals one hit per three points of damage or
one stamina per one point of damage done but requires a shock save at minus
damage done or the victim will lose a point of health. If the alloy is more
than 12% tsargo it separates spontaneously and violently doing d100 points
of magic damage and vaporizing the metal involved. This metal is friendly to
the magic of natural lore and magic items made from this metal that have
more than half their spells in natural lore need only 50% unspent

Earth's Blood ¯¯¯¯¯¯¯¯¯¯¯¯¯ Dwarven antimony, this metal resembles solid
lava, even retaining the intense heat. Flammable items touching it have a
90% chance of catching fire, and living flesh takes 1d10 damage from it per
round unless protected by thick gloves or similar safeguards. Weapons forged
from it inflict +7 points of fire damage with their blows.

Dwarven Copper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This mystical metal holds several healing
virtues. An ounce of it, powdered and sprinkled on injuries, protects
against infection, even most mystical diseases being forestalled by this
treatment if applied early enough. For every 5 full ounces of it touching
the skin, a +1 bonus is applied to both Fatigue and Body Point recovery, so
long as the contact remains through the entire recovery period. Instruments
crafted from it give a +1 roll on the crit die for a chirurgeon using them
in healing.

Dwarven Electrum ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ One ounce confers increased longevity in
the amount of one month for every ten years it is worn against the skin. The
more metal worn, the greater the increase in longevity, up to a maximum of
12 ounces, which will increase the lifespan by 1 year for every full ten it
is worn. As both a solar and lunar metal, it causes +3 damage to demons,
devils, and lycanthropes.

Greater Gold ¯¯¯¯¯¯¯¯¯¯¯¯ Has twice the lifespan-boosting power of Dwarven
Electrum, an ounce adding a month of longevity per 5 years worn, with the
same 12 ounce limit. Items constructed of it never tarnish and they emit
light equal to a candle.

Dwarven Lead ¯¯¯¯¯¯¯¯¯¯¯¯ Perishable items placed in a dwarven lead
container spoil at 1/4th the normal rate. Every ounce of this metal carried
adds +1% to the magic resistance of the bearer.

Solid Quicksilver ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The unique nature of dwarven mercury is
that it is actually a solid, though the surface ripples and flows as if it
were water. Items constructed of Solid Quicksilver will float in water,
regardless of their weight.

Miner's Tin ¯¯¯¯¯¯¯¯¯¯¯ Dwarven tin radiates exceptional 'luck'. Anyone
bearing at least 3 ounces of it on their person may re-roll 01 critical
failures again. The number of failures that may thus be avoided in a lunar
month (new moon to new moon) equals the total ounces of Miner's Tin in the
largest single piece/item of it carried. (Two versions of the same set of
ideas follow, I'm unsure of the systems used as well as the original source)

Produce True Lead and Mercury of Lead ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Each of these operations requires 1 cn each of Philosophical Salt and
Philosophical Sulfur, and 3000 gp. Each requires 37 days. True Lead produces
100 cn of lead which no spell (even those of named spirits) can penetrate.
When mixed in a ratio of 1:10 with paint, it can be used to anti-magick a
wall or other structure of up to 1000 square feet (though in this diluted
state the spells of named demons can penetrate). It can also be applied to
suit armor to give the wearer a +2 to save vs magic. True lead is necessary
to bind named demons into prisons. The Mercury of Lead is produced in 7 +
d100 doses and is used to create a universal solvent, and is used in the
production of a Philosopher's Stone or Elixir. In either case 300 days can
substitute for the cost on a successful Alchemy roll.

Produce Star of Iron and Mercury of Iron
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each of these operations requires 1
cn each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47
days. This metal can be used in making vorpal weapons (which sever body
parts on a 75% critical hit) (8 PP), dancing weapons (which attack by
themselves at the skill of the wielder) (4 PP), holy weapons (+5/+10 vs the
enemies of a religion along with a turning chance as a cleric of similar
level or double level if used by a cleric) (16 PP), soul-stealing weapons
(on a successful hit the target is life blasted for 1d8) (8 PP), bane
weapons (weapons which automatically kill when they strike) (16 PP), and
greater armor and shields (+4 or better) (4 PP). Each of these is an
alchemical device. The alloy to be used is 1:3 star of iron to iron. The
Mercury of Iron is produced in 7 + d100 doses and is used to create a
universal solvent, and is used in the production of a Philosopher's Stone or
Elixir. 400 days may substitute for the cost in either operation.

Produce Star of Copper and Mercury of Copper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each of these operations requires 1 cn
each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47 days.
This metal can be used in making books and scrolls, reducing the writing
time by half by using it in the ink. When used with any 7 gems or any single
alchemical gem it is increase the recharge rate of magic items by one spell
per day. When used in a focus it will add +1. It may be enchanted as an
amulet of protection vs any six types of spells. It may be enchanted as a
talisman for six spells. The Mercury of Copper is produced in 7 + d100 doses
and is used to create a universal solvent, and is used in the production of
a Philosopher's Stone or Elixir. 400 days may substitute for the cost on a
successful Alchemy roll.

Produce Star of Silver and Mercury of Silver
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each of these operations requires 1
cn each of Philosophical Salt and Sulfur, and 4000 gp. Each requires 47
days. This metal can be used in making Magical Mirrors (scrying devices like
similar to a crystal ball) (16PP), Amulets of Night Vision (allow the wearer
to see at night as if it were daylight) (4 PP), Cloaks and Helms of
Invisibility (allowing the wearer to become invisible at will) (4PP). Used
in a holy symbol, it will repel undead at +3 (2 PP). Used in a device with
daily spells, it increases the number of spells/day by one. Used in a focus
the result is a +1. This metal is called True Silver by some. Weapons forged
of it are +2 automatically, and destroy lesser undead by touch, and do
double damage to greater undead. The Mercury of Silver is produced in 7 +
d100 doses and is used to create a universal solvent, and is used in the
production of a Philosopher's Stone or Elixir. 400 days may substitute for
the cost on a successful Alchemy roll.

Produce Star of Gold and Mercury of Gold
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each of these operations requires 1
cn each of Philosophical Salt and Sulfur, and 4500 gp. Each requires 52
days. Devices of fire made from this metal will contain all the list spells
automatically (36 PP)! Rings of spell capture made from this metal have the
property of holding up to 22 spells (36 PP). When used as the setting for
magic rings containing Alchemical Rubies or Emeralds it increases the daily
rate of any spells by one, and triples the number of charges. The Mercury of
Gold is produced in 7 + d100 doses and is used to create a universal
solvent, and is used in the production of a Philosopher's Stone or Elixir.
450 days may substitute for the cost on a successful Alchemy roll.

Produce Star of Platinum and Mercury of Platinum
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each of these operations requires 1 cn each
of Philosophical Salt and Sulfur, and 4500 gp. Each requires 52 days. This
metal has the virtue of containing all spells of water. When used as a
setting for Alchemical Diamond, it has the property of allowing the diamond
to store 22 spells. Any device made from this combination will recharge at 3
spells per day with 1000 charges! The Mercury of Copper is produced in 7 +
d100 doses and is used to create a universal solvent, and is used in the
production of a Philosopher's Stone or Elixir. 450 days may substitute for
the cost on a successful alchemy roll.

Produce Fixed Mercury and Mercury of Mercury
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each of these operations requires 1 cn
each of Philosophical Salt and Sulfur, and 4500 gp. Each requires 52 days.
This remarkable material has the property that it will hold an infinite
number of spells, any device made from it will have 5000 charges and will
recharge at 25 charges per day! The Mercury of Mercury is produced in 7 +
d100 doses and is used to create a universal solvent, and is used in the
production of a Philosopher's Stone or Elixir. This solvent is made only
when it is to be used and requires one dose of each of the Mercuries, the
result is a substance which will completely dissolve 1d10 cubic feet of
ANYTHING(!!) in 1d100 rounds. 450 days will substitute for the cost on a
successful Alchemy roll.

Star of Iron ¯¯¯¯¯¯¯¯¯¯¯¯ To produce this metal an alchemist needs 500
pounds of iron, 1 ruby and the blood of 14 different monsters, so he will
obtain 50 pounds of the alchemical metal. Mixed with a ratio of 1 to 3
pounds of common iron the alchemist will have a metal giving two bonus armor
points to a metallic armor, +10 hit points to weapons and a bonus of 10% to
attack and parry.

Star of Copper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This operation requires 250 pounds of copper,
1 emerald and 7 bones to produce 25 pounds of star of copper. Powdered and
mixed with ink (in a ratio of 1 to 5 pounds) it reduces the writing time by

Star of Silver ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To produce 10 pounds of this metal an
alchemist will have to mix 100 pounds of silver, 1 diamond and 7 liquids.
Used in an object made to receive an enchantment of stealth (ie a Silence
spell matrix) it will reduce the POW and the MP expanded by two.

Star of Gold ¯¯¯¯¯¯¯¯¯¯¯¯ 50 pounds of gold are necessary, as 3 diamonds, 7
liquids and 1 sunflower, to produce 5 pounds of this metal. When used in
items containing spells of fire it raises the intensity by one.

Star of Platinum ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ An alchemist will have to mix 25 pounds of
platinum, 3 diamonds, 7 liquids, 7 essences, 1 black rose, 1 black lotus and
1 black poppy to produce 1 pound of star of platinum acting like the Star of
Gold for spells of water.

Fixed Mercury ¯¯¯¯¯¯¯¯¯¯¯¯¯ An alchemist can produce 50g of this rare metal
in mixing 5 pounds of quicksilver, 3 enchanted trees freshly cut, 1 diamond
and the fresh blood of a sentient creature tied to the Plant, Stone or Earth
rune. This metal acts like a Magic point matrix of 25 points, self
recharging in a full day.
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
2005-09-26 11:11:15 UTC
Raw Message
Post by Malachias Invictus
I believe this list used to be on a web site. It was almost lost when my
old computer became a boat anchor, so I am posting it here to be forever
archived by Google ;-)
*Please* add to the list. One can never have too many nifty materials
Magical Metals parts 1-4
Excellent effort, but you forgot "Rrrrrrrred Steel!"

- Ron ^*^
2005-09-26 16:53:58 UTC
Raw Message
Yes these are excellent. I used a rumour of a Cadrium vein as an adventure
hook for my very first 3e adventure back in 2000!

2005-09-29 11:59:10 UTC
Raw Message
I believe this list used to be on a web site. <snip>
Yes. A rec.games.frp.dnd poster named JLaw was kind enough to put it on
his webpage (http://members.shaw.ca/jrlaw/dnd.htm) back in 2002, but
the site has since disappeared. :-(
Magical Metals parts 1-4
<snip list>

If anyone wants more metals like this, here's a different list: