Return to the Therra Rules Page
This page lists all special materials available in Therra.
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AEG = Arms and Equipment
Guide BoED = Book of Exalted Deeds CA = Complete Arcane CW = Complete Warrior DMG = Dungeon Master's Guide Drac = Draconomicon FB = Frostburn FCToNH = Fiendish Codex - Tyrants of the Nine Hells MoF = Magic of Faerun OA = Oriental Adventures RoDR = Races of the Dragon RoF = Races of Faerun RoW = Races of the Wild Sand = Sandstorm SW = Stormwrack ToM = Tome of Magic |
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Adamantine | Metal, weapons bypass hardness less than 20, armour grants DR 1/- (light), 2/- (medium) or 3/- (heavy), check penalty lower by 1, weapons are masterwork |
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Amaratha | Gem, +2 to caster level of wand providing energy resistance | MoF |
Arandur | Metal, armour provides sonic resistance 2 |
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Astral Driftmetal | Metal, 25% chance of being effective vs incorporeal attack, only breastplate or shield or heavy armour, +5 lbs weight |
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Aurorum | Metal, item sundered can be reformed as a full round action |
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Baatorian Green Steel | Metal, slashing or piercing weapons deal 1 extra point of damage |
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Beljuril | Gem, +2 to DC or caster level of wand with electrical descriptor |
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Black Opal | Gem, +1 to DC or caster level of wand with force descriptor | MoF |
Black Sapphire | Gem, +2 to DC or caster level of wand with darkness descriptor | MoF |
Blended Quartz | Metal, armour reduces spell failure by 20%, weighs twice as much |
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Blue Ice | Metal, +1 damage bonus to slashing weapons, armour is 1 category lighter (but light is still light) (+1 max Dex, 2 lesser check penalty), cold spells have no failure chance, worn by creature not resistance to cold causes -1 to Ref saves and initiative, weighs half as much, may be used to forge any metal items, rooms remain at freezing temperature |
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Bronzewood | Wood, armour weighs 10% less and no Hide penalty in woodlands, only breastplate, banded, splint, half-plate and full plate |
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Chitin | Hide, Max Dex bonus of armour and shields is 1 greater than normal, substitutes for metal armours. |
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Coloured Metal | Metal, No advantage other than decorative |
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Copper | Metal, armour provides cold resistance 2 |
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Darkleaf, Elven | Hide, armour 1 category lighter (but light is still light) (-5% spell failure, +1 max Dex, 2 lesser check penalty), substitutes for metal armours |
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Darksteel | Metal, armour provides acid resistance 2, weapons do +1 electrical damage |
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Darkwood | Wood, weapon is masterwork, shield has check penalty reduced by 2, weighs half as much |
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Diamond | Gem, +2 to caster level of wand with conjuration (healing) | MoF |
Dlarun | Metal, armour provides fire resistance 2, weapons do +1 cold damage |
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Dragoncraft Armour or Shield | Hide, armour or shield grant resistance 5 vs specific energy type, armour 1 category lighter (light treated as light) (2 lesser check penalty), can be hide or scale or half-plate or full plate |
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Dragonraft Dragonbone Bow | Bone, considered composite bow with Str bonus set by crafter, range increment +20 ft |
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Dragoncraft Dragonfang Weapon | Bone, weapon does +1 specific energy damage and is masterwork |
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Dragoncraft Dragonhide Mantle | Hide, cloak grants resistance 5 vs specific energy type, +2 to Intimidate checks vs dragons |
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Dragonhide | Hide, armour and shield are masterwork, armour itself immune to specific energy type |
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Duskwood | Metal, only breastplate armour can be made, weapons are masterwork, weighs half as much |
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Elukian Clay | Metal, armour does not count for Swim check penalties, armour and shield have 1 greater check penalty, only piercing or bludgeoning weapons |
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Emerald | Gem, +2 to DC or caster level of wand with enchantment | MoF |
Entropium | Metal, forged in areas of pure chaos, armour considered 1 category heavier, weighs more (light +2 lbs, medium +5 lbs, heavy +10 lbs, shields +2 lbs), 2 greater check penalty for Str based skills, 2 lesser check penalty for Dex based skills, -10% spell failure (minimum 5%), +2 max Dex |
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Fever Iron | Metal, armour provides fire resistance 2, weapons do +1 fire damage |
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Fire Opal | Gem, +1 to DC or caster level of wand with fire descriptor | MoF |
Frystalline | Metal, weapon treated as good for overcoming DR |
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Glassteel | Metal, armour 1 category lighter (-10% spell failure, +2 max Dex, 3 lesser check penalty), difficult to spot at distance, weighs half as much |
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Gold | Metal, armour provides acid and fire resistance 2 and 1 category heavier (+10% spell failure, -2 max Dex, 3 greater check penalty), weapons treated as heavy weapons, weighs twice as much |
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Hizagkuur | Metal, armour provides cold resistance 2, weapons do +1 electrical and +1 fire damage |
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Iron, Cold | Metal, weapons overcome DR/cold iron, costs more to enchant |
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Jacinth | Gem, +2 to DC or caster level of wand with fire descriptor | MoF |
Jade | Gem, weapons have ghost touch property against incorporeal creatures, -1 attack (counting masterwork) and -2 damage, wielder gains +4 to Fort saves to resist taint. |
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Jasmal | Gem, +1 to caster level of wand that grants enhancement bonus to weapons or armour | MoF |
Kheferu | Metal, weapon bypasses DR of earth creature, costs more to enchant |
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King's Tear | Gem, +2 to DC or caster level of wand with divination | MoF |
Leafweave | Hide, armour spell failure -5%, +1 max Dex, 2 lesser check penalty, substitutes for nonmetal armours |
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Living Metal | Metal, armour gains +1 max Dex, 1 lower check penalty, and -5% spell failure after 1 week, heals 1 damage/minute |
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Mithral | Metal, armour is 1 category lighter (-10% spell failure, +2 max Dex, 3 lesser check penalty), all items are masterwork, weighs half as much |
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Moonbar | Gem, +1 to DC or caster level of wand with conjuration (calling) | MoF |
Opal | Gem, +1 to DC or caster level of wand with enchantment (charm) | MoF |
Orblen | Gem, +1 to DC or caster level of wand with conjuration (creation) | MoF |
Orl | Gem, +1 to DC or caster level of wand with chaotic descriptor | MoF |
Pandemonic Silver | Metal, as alchemical silver, plus generates fear effect in wind |
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Pearlseel | Metal, weighs 25% less than normal, weapons attack better and do more damage underwater |
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Platinum | Metal, armour provides cold and sonic resistance 2 and 1 category heavier (+10% spell failure, -2 max Dex, 3 greater check penalty), weapons treated as heavy weapons, weighs twice as much |
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Ravenar | Gem, +1 to DC or caster level of wand with sonic descriptor | MoF |
Red Tear | Gem, +1 to DC or caster level of wand with transmutation | MoF |
Rimefire Ice | Wood, weapons deal +1 cold damage, objects made of wood can be made of rimefire ice and glow (illumination in 20 ft radius) and cause 1 cold damage per round touched, may be ignited and fuel fire which causes cold damage, melts in warm climates |
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Riverine | Metal, half or armour bonus is deflection and considered masterwork, walls and containers immune to damage and act as wall of force |
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Rogue Stone | Gem, +2 to DC or caster level of wand with chaotic or conjuration (teleport) descriptor | MoF |
Ruby | Gem, +2 to DC or caster level of wand with evocation | MoF |
Sapphire | Gem, +1 to DC or caster level of wand with conjuration (summoning) | MoF |
Serren | Wood, bows, arrows, or bolts gain ghost touch quality |
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Shadow Silk | Cloth or hide, treated as light armour, +2 max Dex, 2 lesser check penalty, -15% spell failure in shadowy illumination or darkness, quarter weight |
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Silver, Alchemical | Metal, weapons overcome DR/silver, -1 penalty to damage |
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Silver, Reinforced | Metal, armour provides electricity resistance 2, weapons overcome DR/silver and do +1 damage to such creatures |
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Solarian Truesteel | Metal, weapons gain +1 to attack to confirm critical |
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Starmetal | Metal, all properties of adamantine and weapons do +1D6 damage to extraplanar creatures on the Material Plane |
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Star Ruby | Gem, +2 to caster level of wand with illusion | MoF |
Star Sapphire | Gem, +2 to DC or caster level of wand with abjuration | MoF |
Stygian Ice | Metal or Wood, causes 1D6 cold damage and Wis damage (and Con damage after Wis gone, slain victim rises as wraith), weapons are fragile and objects melt in warm climates |
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Susalian Chainweave | Metal, armour gains DR 3/piercing |
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Thinaun | Metal, melee weapons trap the soul of anyone who dies while touching it, lowers cost of resurrective magics |
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Thistledown | Hide, padded armour only, weighs half as much, +2 bonus on Hide checks in darkness or shadows |
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Tomb Jade | Gem, +1 to DC or caster level of wand with enchantment (compulsion) | MoF |
Urdrukar | Metal, +2 to Will save vs scrying for every 5 lbs carried, armour has x2 spell failure |
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Water Opal | Gem, +1 to DC or caster level of wand with divination | MoF |
Wildwood | Wood, substitutes for metal armour, -1 armour bonus, +1 max Dex, 1 less check penalty, -5% arcane spell failure, ignore Hide penalties in undergrowth, weighs 3/4ths, heals when exposed to sunlight and water |
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Ysgardian Heartwire | Metal, armour reinforced gains +2 AC vs rolls to confirm criticals |
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Zendalure | Gem, +1 to DC or caster level of wand with necromancy | MoF |