Return to the Therra Rules Page

Therran Special Materials List

 

This page lists all special materials available in Therra.

Source Books:
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

Name

Notes

Source
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

DMG
Amaratha Gem, +2 to caster level of wand providing energy resistance MoF
Arandur Metal, armour provides sonic resistance 2

MoF
Astral Driftmetal Metal, 25% chance of being effective vs incorporeal attack, only breastplate or shield or heavy armour, +5 lbs weight

AEG
Aurorum Metal, item sundered can be reformed as a full round action

BoED
Baatorian Green Steel Metal, slashing or piercing weapons deal 1 extra point of damage

FCToNH
Beljuril Gem, +2 to DC or caster level of wand with electrical descriptor

MoF
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

AEG
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

FB
Bronzewood Wood, armour weighs 10% less and no Hide penalty in woodlands, only breastplate, banded, splint, half-plate and full plate

AEG
Chitin Hide, Max Dex bonus of armour and shields is 1 greater than normal, substitutes for metal armours.

RoDR
Coloured Metal Metal, No advantage other than decorative

RoDR
Copper Metal, armour provides cold resistance 2

MoF
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

AEG
Darksteel Metal, armour provides acid resistance 2, weapons do +1 electrical damage

MoF
Darkwood Wood, weapon is masterwork, shield has check penalty reduced by 2, weighs half as much

DMG
Diamond Gem, +2 to caster level of wand with conjuration (healing) MoF
Dlarun Metal, armour provides fire resistance 2, weapons do +1 cold damage

MoF
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

Drac
Dragonraft Dragonbone Bow Bone, considered composite bow with Str bonus set by crafter, range increment +20 ft

Drac
Dragoncraft Dragonfang Weapon Bone, weapon does +1 specific energy damage and is masterwork

Drac
Dragoncraft Dragonhide Mantle Hide, cloak grants resistance 5 vs specific energy type, +2 to Intimidate checks vs dragons

Drac
Dragonhide Hide, armour and shield are masterwork, armour itself immune to specific energy type

DMG
Duskwood Metal, only breastplate armour can be made, weapons are masterwork, weighs half as much

MoF
Elukian Clay Metal, armour does not count for Swim check penalties, armour and shield have 1 greater check penalty, only piercing or bludgeoning weapons

AEG
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

AEG
Fever Iron Metal, armour provides fire resistance 2, weapons do +1 fire damage

MoF
Fire Opal Gem, +1 to DC or caster level of wand with fire descriptor MoF
Frystalline Metal, weapon treated as good for overcoming DR

BoED
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

RoF
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

MoF
Hizagkuur Metal, armour provides cold resistance 2, weapons do +1 electrical and +1 fire damage

MoF
Iron, Cold Metal, weapons overcome DR/cold iron, costs more to enchant

DMG
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.

OA
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

Sand
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

RoW
Living Metal Metal, armour gains +1 max Dex, 1 lower check penalty, and -5% spell failure after 1 week, heals 1 damage/minute

MoF
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

DMG
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

CW
Pearlseel Metal, weighs 25% less than normal, weapons attack better and do more damage underwater

SW
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

MoF
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

FB
Riverine Metal, half or armour bonus is deflection and considered masterwork, walls and containers immune to damage and act as wall of force

SW
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

BoED
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

ToM
Silver, Alchemical Metal, weapons overcome DR/silver, -1 penalty to damage

DMG
Silver, Reinforced Metal, armour provides electricity resistance 2, weapons overcome DR/silver and do +1 damage to such creatures

MoF
Solarian Truesteel Metal, weapons gain +1 to attack to confirm critical

BoED
Starmetal Metal, all properties of adamantine and weapons do +1D6 damage to extraplanar creatures on the Material Plane

CA
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

FB
Susalian Chainweave Metal, armour gains DR 3/piercing

CW
Thinaun Metal, melee weapons trap the soul of anyone who dies while touching it, lowers cost of resurrective magics

CW
Thistledown Hide, padded armour only, weighs half as much, +2 bonus on Hide checks in darkness or shadows

RoW
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

AEG
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

RoW
Ysgardian Heartwire Metal, armour reinforced gains +2 AC vs rolls to confirm criticals

BoED
Zendalure Gem, +1 to DC or caster level of wand with necromancy MoF