Sat Mar 17, 2007 8:22 pm
Elemental Essences & Metals!!!!!!!!!!!!!!!!!!!!
It seems I didn't post this material here at the same time I posted it on two other sites, so here are my version of Elemental Essences and jMetals. For use in magic item creations, and quests for materials of the planes....I hope some of you find them useful.
These eternal elements are each of a unique form that is tied to their element and nature. These elements are much sought after by any alchemist and mages out there. Some are worth a kings ransom and more. Like the above Eternal Mineral Element.
Among those who have traveled the elemental planes, that are called the “Inner Planes” by some, from time to time an adventure appears at some smiths or alchemists shop with a material of obviously elemental origins. These material all have unique properties that reflect their plane of origination. Among their properties is the ability to cause a field of energy to radiate from them in a continuous manner. This material will produce this material stream and in a consistent manner. These elemental sources and essences are called Eternal Elements.
Eternal Elements: Elemental Materials can not be destroyed in their natural state. It can be combined with other materials and retain its elemental nature and powers with some adjustments (DM adjudicated)... The elemental material will always be indestructible by any means short of divine magic. It will also always be a highly condensed substance no matter what form it takes. The material will leak small amounts of its elemental material into the surrounding area with limited affects that are detailed below. The elemental creatures of the plane will always suicidally guard the material. They can sense this pure elemental material if within 100’ of it. In most cases these precious elements are guarded by the greater powers that will inhabit that elemental plane. These materials will rarely be found in more than 1’ cubic volume in size.
Each of the elements has their own powers and leaching affects. They are:
Air: An amorphous blob like material that is transparent which leaches out a constant stream of air/gas. It leaks 5 cubic feet of a chosen gas into the atmosphere about it. The gas type is part of the chemical makeup of the type of air it was taken from. The gasses can have explosive or poisonous saves depending on exactly which gas or gasses are emitted. This can cause a save vs. poison for most poison gasses within 10’, and the explosive gasses can inflict 3-18 damage to all within the 10’area when they are detonated. The gas could be housed in a nozzle that would direct the spray. Possible gases are oxygen, nitrogen, hydrogen, helium, chlorine, ammonia, argon, neon, etc. Many of these gasses are toxic in the concentrations within 10’ of the source. This force can be funneled if a special container is fashioned. This can lead to an explosion if the force is contained for a long enough time.
Earth: This irregular block of black stone can not be affected by any force short of wish based magic. Other spells simply don’t affect it. The material can be fashioned into items (or parts of) other items. This material slowly enriches the mineral content in all within 10’ of it. After 2 days a save vs. magic is necessary or be turned to stone. The save is adjusted by -1 for each day of exposure. (That is concurrent days and not overall time). The material also has a magnetism properties that allow it go generate magnetic containment fields. These fields of magnetism can confine otherwise dangerous materials in a finite field set forth by the material. This field will raise items that are exposed to its emanations saves vs. crushing blows. This reflects a compacting of the atom that forms an item. For each round of exposure the item will gain a save as if it were hard metal that lasts for 1 round per turn of concurrent exposure.
Fire: The white hot flame that never goes out. It feeds on nothing and will not be snuffed out by lack of oxygen. The flame that leaks out will raise the temperature will rise to +50 degrees per hour of exposure in any contained area 10’ cube. This is mitigated in areas with a large volume. It will cause flames at the normal flash point. It is very useful to smiths. This fire field will cause 1-6 damage per round of exposure within the 10’ A/E. The material can be used as a blowtorch if contained in the right ways. In this case it will inflict 1-10 damage per round (or 1 structural point).
Water: The opaque blue material that seems like a type of gel that sticks to itself. The material will slowly exude 1 gallon of water per round from the material. For each 1’ cube it can create 1 more gallon per round... This force can be funneled if a special container is fashioned (such as a nozzle). If the material is constrained in a sealed container for an extended period of time it can cause explosions of great force. If pressurized to a great enough degree the material can easily cut into mithril. . The material is cold 36 degrees and is much denser than normal water. The materials final power is inflicted on those who remain within 10’ of the material for more than 1 hour. At that time they start to have their features amorphously distorted in a liquid like manner. Those affected by this power must take a number of rounds outside the field equal to their exposure in order to counteract this deformation. The power reduces CHR by 1 point per hour of exposure. After the creatures CHR reaches 3 they look like a blob and totally alien. They can control their movements and squeeze through all but the smallest of openings. They must take into account a recovery time if they intend to use this deformation as a sneaking maneuver.
Positive: This rubbery amorphous material seems to be a white glowing area of light. It will cause energy from the positive material to leech onto the prime which will grant hit points to the living. The living within 10’ will gain 2 hit points per round until they reach maximum hit points. At that point they will explode very messily. (These phantom hit points dissipate at the rate of 1 per turn after removed from the vicinity of the material). For undead, those within the 10’ A/E will receive a 2 hit point per round damage and lesser undead will seek to flee the area as a fear spell. The energy created by the substance will grant a charge bonus to charged magic items. For each 1 hour within 10’ will gain 1 charge. Even those items that are not rechargeable will be granted this bonus. If the item becomes fully charged than it can handle it will burst apart with a bright flash. A final augmentation will be granted if a (non charge using) magic item is left with the material for 1 year. Any magic item will gain one magic power related to it original function.
Negative: This material will show a cracked stone like material that seems to emit a vast grey light. All illumination with 10’ of it will be dampened to ½ strength. The material has the power to grant undead 2 hit points per round up to their maximum. If they exceed their maximum they will explode. . (These phantom hit points dissipate at the rate of 1 per turn after removed from the vicinity of the material). If living creature comes within 10’ of the material they will suffer 2 hit points per round until death. If a creature continues to remain in the field after death then they become undead within 24 hours. The exposure must be continuous. If removed from the area the process can not be re-established. The final power of this material will be the slow draining and deterioration of any magic items or materials in the elemental region. Magic items will loose one full power after 1 year of exposure. Non magic materials will age at 1 year per day of exposure.
Lightning: This amorphous area seems to be will seem to be living electricity but it is really just reacting to the surround magnetic fields. It will inflict damage 1-6 dmg to any creature within 10’of it if a save vs. death magic is failed. This reflects the random movements of the material. The material can be used as a power source for those who know about electricity’s energy creating properties. It must be contained in a magic magnetic field that keeps it in a central location. It withers when held but it can be tapped in this format. It can be used in a similar manner to create items that will have this power transferred through a metal medium such as a weapon. If used in this fashion the material will inflict added damage equal to doubling the weapons normal damage. Those who touch this material in any form will save vs. spells or suffer an electric seizure, which stuns them for 1-3 rounds. Weapons always have grounded handles.
Ice: These blocks of ice are unable to be cut in any manner. It is pure white and glows with a bright white intensity. The material will radiate a cold field that will cause 1-6 dmg per round when within the 10’ A/E. It will cause air temperatures within 10’ to fall at the rate of 10 degrees per round until it reaches a temperature of absolute zero (-260 Fahrenheit). The material is also able to use this cold field to dampen excess power that is granted from some artifacts and magic rituals. This will make it possible to create very powerful magic without fear of magic overload. It stabilizes the magic.
Vacuum: This substance is like invisible fine sand. It will seem to clump together. It is a material that enables the production of totally pure materials if used to keep a clean room clean. The material will seem to cause a wind to any who are within 60’ of it. It will be continually sucking in the surrounding atmosphere. This will never stop. The material will leech vacuum bands of material that will emanate from the material continually. This will cause a save each round vs. magic or fall to the ground overcome by a lack of atmosphere. This material can also be contained in a block of solid material. If this material is left in such an item over time the result is always an implosion.
Smoke: This dense gray material seems to have the consistency of oil but is able to suspend itself in the air without need of support. It can be fashioned in a number of shapes. It will exude waves of smoke from the core of its being. This causes all within the 10’ A/E to make a save vs. spell or fall to the ground and choke uncontrollably. Those who make a save will still fight at -4 within the 10’ field and those within 20’ will be at -2 to hit and damage. If the material is contained in a container it will over time cause it to explode from internal pressure. This also creates a very intense smoke field. The A/E is determined by the number of rounds spent in the container. Each round equals a 10’ cube of material. The affects of this smoke cloud will be as if the creatures in the A/E were within 10’ of the material.
Mineral: This crystal-like material will always appear to be a faceted crystal. It is indestructible and glows with rainbow hues. It will convey an aura that can increase the mineral content of any material that it is within 10’ of it. Long exposure to the material will cause any mineral or gem placed within 10 of it for 1 year of solid exposure to increase in value or purity. This will cause gems/jewelry to increase in value by one full step as their flaws are removed. Minerals will be increased in purity by 25% for a full year’s exposure that will increase its overall value by 25%. This material is much sought after by those who can find any. The material has spawned wars and will draw those with power like spellfire or being a magister would. (Continual long term attacks). Should some unlucky soul be kept within 10’ of the material for the year, they will become a crystal statue of a random color.
Magma: This yellow hot material will have the consistency of paint. It causes a small river of lava to constantly spill from it in a river that constantly changes direction like normal lava would. It will flow into low spots. It will cause any within 10 of the source material to cause 1-6 points of heat damage. The material has been used before at the center of a dwarfish gods anvil in order not to need a forge to heat metals. The exposure period will indicate how hot the material gets. The lava is 2600 degrees and will raise the temperature within 10 to +50 degrees per round. (In contained areas only). If an item is touching the material it will raise its temperature 100 degrees per round up to the maximum temperature of 2500 degrees. Moving or using this material is impossible without the use of magic. It also can be made into a bomb by placing it in a closed container. (As described in other materials).
Dust: This fine powder material is light grey in color. It seems to radiate a heat shimmer but it is cold to all within 10’ of it. This is the power of the negative field energy that is part of its make up. It will cause those within 10’ of it to suffer negative energy damage at 1-3 points per round. This will augment undead up to 150% of their normal total. They can gain no other augmentation after this. The material will exude waves of dust from the core of its being. This causes all within the 10’ A/E to make a save vs. spell or fall to the ground and cough uncontrollably. Those who make a save will still fight at -4 within the 10’ field and those within 20’ will be at -2 to hit and damage. If the material is contained in a container it will over time cause it to explode from internal pressure. This also creates a very intense smoke field. The A/E is determined by the number of rounds spent in the container. Each round equals a 10’ cube of material. The affects of this dust cloud will be as if the creatures in the A/E were within 10’ of the material.
Ooze: This material has the consistency of tar and the color of olive of fungal pond growth. The material will bubble as it creates a slow spreading material that will move at a rate of 1’ per round. It will slow all movement to ½ of normal and a DEX roll is required each round to avoid falling into the material. It will coat creature falling in it and this takes 1-3 rounds to clear the material after recovery from the fall. It has the same explosive quality as other elemental materials that are constricted by a sealed container of some type. The materials of this ooze are very enriching to plant life, and it will cause any plant raised in a soil mixed with it will grow to 200% normal size. The ooze has to be replenished every 2-3 months to maintain this growth.
Steam: The eternal material of the plane of steam seems to be a condensed cloud of white vapor that constantly spreads outwards. It will cause any creature within 10’ of the substance to take 1-4 pts of damage because of the steam exposure. The material has a number of uses in the realms of mechanics and electricity. It will also explode if constricted in a container of some type. The cloud spreads out to a 60’ diameter at the end of the 6th round of exposure to the air. This limits all vision in the A/E to 10’ when caught in the cloud. The cloud always moves outwards from the source. The steam will raise the temperature of an area by 20 degrees per turn of exposure. It will slowly climb until it reaches 220 degrees (its maximum).
Radiance: This high energy light appears to be a will o wisp like orb of light that will cast a light out to a 60’ diameter. This light runs the gambit of colors as it goes through different color phases. The materials intense field will illuminate materials near to it with light photons for a number of rounds equal to the exposure time. This is light equal to a continual light spell but with varying colors. The intense light radiation of the material will cause blindness in any who fail a save vs. spells if the look directly into it for more than one round. There is a -1 penalty for each concurrent round after the second. The burning photon radiation is so intense within 10’ or the material that it causes 1-2 pts of damage for each round of exposure. If contained in solid containers it provides light in even the most inaccessible places.
Salt: The pinkish crystal substance will seem to suck the very moisture from the air. It will seem to draw moisture to it in a stead stream. Clouds are drawn to it. The material creates a field that encrusts all materials within 10’ of it with salt crystals that will draw upon the creatures moisture and life essence. This will inflict 1-6 damage per round of exposure. This will persist as long as they remain in the field. The salt will form at the rate of 1/10th inch per hour of exposure. The stinging spray caused by the emanations of this material will cause a save vs. poison each round the creature is within the 10’ A/E or the creature will become salt blinded. This lasts until a save is successfully made. This would be adjusted by -1 per round of continued exposure.
Ash: This material is a grey cinder-like material that emits a constant rain of falling ash over the surround 60’ area. Within 10’ of the material there is a near constant ash fall that obscures all vision to 1’ in front of the creatures face as long as they remain in the ash fall. The material will cause suffocation in any that fall under the material. Within the 10’ area the ash will fall at 6” per hour. The ash fall out to 60 ‘will be driven by the wind but will average 2” per hour. The material is often found in piles of this sort. On the Plane of Ash though it will be in spheres as there is no real gravity for down there. All combat in the 10’ region of the material will be at -4 to hit/damage, while those at the 11-60’ will be at -2. The material also slows movement in the area by 25%.
These elemental materials can form a new form of alchemy in the games and will be useful in magic item creation and alchemy.
The great arch mage Hendis the Traveler was always on the look out for unique materials for his experiments on elemental materials throughout the ages of his existence. This experimentation has led him to a great number of elemental discoveries over the ages. He found many of the eternal elemental essences on his own. He found this raw state useful, but he decided that a more metallic resource was needed in his experiments. You see he was trying to create an ultimate elemental process that wound all the elements together in one ultimate blast that had 16 different saves vs. the affect. Most would fall to such an attack.
He had a problem though. He had no skill in smithing. He resolved to change this and offered a dying dwarfish smith named Argoth the Hammerer of Clan Morad a deal. He had read the old smiths mind and saw that he wanted to leave a living legacy to his clan and children. Hendis exploited this and made a deal that had him infuse all of Argoth’s four children with a genetic alteration that allowed the magic casting gene to be passed down his line forever. It was short sighted of Argoth as the repercussions lead to the death of his line three generations later. Between the clerics of Moradin seeing them as abominations in the eyes of the Dwarf Pantheon and successive clan leaders using the line as their own personal artillery it killed the entire family off.
Hendis kept his part of the bargain, and he received the master smithing proficiencies/skills that he desired for the rest of his days. This allowed him to start on the final experimentation with these metals. His problems arose when he started trying to blend some of the metals of opposite elemental materials. Then he mixed fire and water alloys they would mix readily but upon their cooling they would explode spectacularly. He was lucky enough to be out of the lab when it first happened and he took precautions after that. Try as he might Hendis could not get the opposed materials to stop from their violent reactions when cooling.
He hit upon the final solution when mixing icinium and magmabalt. The materials could be contained in a molten form inside a case of icinium. He added the materials into the molten stew of eternal element metal. Each had its own compartment inside the icinium capsule that he created to hold the metals. When this was done he made three copies of the device. The material never really cooled fully because of the influences of the eternal fire element that he used to forge the metals inside the capsule.
There soon came a day when Hendis was traveling the ethereal plane in search of unique materials and he was faced with a large host of planar adversaries. He took out a capsule and twisted a handle that mixed the still semi-liquid materials. The eternal fire was released as part of the triggering process. The device detonated flawlessly, unfortunately the time delay between the triggering and detonation turned out to be 3 seconds. He was caught in a hellish blast that affected all within a 160 yard blast radius. All were killed in the zone.
That left two other completed devices ready for detonation. One still floats in the ethereal plane and the other was detonated by a band of adventurers that centuries later came across Hendis’s safe hold. It obliterated his workshop and safe hold. The only reason that these materials are still able to be researched is that he kept his spell books made of densium and airium. The books are etched on the light weight but impossibly dense material.
Airium: (Metal of Air) This metal is mixed with primal elemental air and heated. The alloy that is created is a mixture of mithril and the elemental material that resembles solid air. The metal created in this process is almost invisible to the naked eye. The power of the metal is to create a primal gust of wind each time that the metal is struck with a significant force. Each such strike will emit a wind of 20 m.p.h. that is directed outwards in a 90 degree arc (45 degrees on each side of the material). The wind is directed at the region struck. It is emitted in a 90 degree arc centered on the material a moving in the direction of the force. The wind will cause all piercing attacks to inflict an additional blood loss power. When it hits and a wound is created (piercing) then the wind opens the wound more. The wind causes an additional 1-6 pts of damage per round for 1-3 rounds. Weapons or armor created with this metal are of up to +3 to hit and damage
The metal has a melodious and it can be used in metal instruments and adds a unique tenor to the device. This metal is very light. The metal readily accepts enchantments from the element of air.
Densium: (Metal of Earth) This metal is mixed with a black and impossibly dense elemental earth with the most precious of metals, adamantine. The alloy is created at impossibly high heats and may require eternal flame to smith it properly. The metal that it creates is black as a starless night sky. The power of this metal is to convey a power to any strike that increases the mass of the blow without increasing the weapons weight. The weapon is treated as if it does double damage. (This includes the magic plusses granted to the weapon). The metals internal mass is greatly enhanced. It also strikes with the sounds of a smith’s heaviest hammer blow with each strike as a weapon. It is very useful for blunt weapons. This type of weapon will cause a save vs. crushing blows for non magical metal or items. Weapons or armor created with this material will be of up to +5 qualities.
The metal has the ability to grant near indestructibility to any item that is created with. It grants a save as hard weapons to anything it is made into with a +5 bonus to the items save. A smith’s hammer made of this material will yield a +5 to checks on all items. It will be capable of enchanting any item that it creates with a permanent +1 quality. The metal will readily accept the enchantments of earth and gravity. This power of gravity granted to this material will extend to creating magnetic fields like a lodestone, but much stronger.
Fironver: (Metal of Fire) This metal is mixed with eternal flames from the elemental plane of fire. It is contained in the metal by some densium that keeps it encased in the metal with magnetism. The eternal fire is mixed with the metal orachalium and the densium in the manufacturing process. This yields a bright red metal that seems to have withering flames encased inside the metal. It will inflict double damage as the weapon (or strike) would normally do. The material always emits a blast of flame that leaps 3’ away from the striking point of the blow in a 90 degree arc that is centered at the weapon. It is emitted in a 90 degree arc centered on the material a moving in the direction of the force. All flammable materials will have to make a save vs. magic flames with each strike if within 3’ of the weapon at the point of its strike. This metal can form weapons or armor of up to +4 qualities.
If the material is made into a smiths hammer it will be able to smith material without a forge as a skillful master smith will be able to apply the blade to an area for a period of time and heat it up to white heat. This power can set fire to flammable materials with a concerted effort. This metal is very light. It will readily accept enchantments that relate to fire.
Watanganese: (Metal of Water) This metal is mixed with an elemental material that has the consistency of mud but in a clear blue water state. This is eternal water is mixed with mithril and will yield an alloy that is bright silver blue in color. It has the power to emit a blast of 1 gallon of water with each forceful blow (for each 5 lbs of the metal in the item). It can blind a foe if they fail a DEX roll whenever struck in the head. (For M sized or lower creatures only). It will drench all flames and damages materials like paper that it blasts with this gout of elemental water. It is emitted in a 90 degree arc centered on the material a moving in the direction of the force. Blows struck with piercing weapons created in this metal will also inflict an additional 1 hit point but does an added 1 hit point in damage for 2 rounds after. This is because of the wound dousing affect. The metal created with this process can be of up to a +3 quality for weapons or armor.
Sometimes this metal is attached to a windmill in desert regions so that hammer worked by the mills gears strike the metal which yields an almost constant flow of water. If the metal is placed in a fire it will douse non magical fires in 1-6 rounds up to bonfire size.
Posium: (Metal of the Positive Plane) This rubbery amorphous material mixes with white adamantine to form a white metal that glows with an intense inner light. If struck with a blow the metal will create a blinding flash that causes a save vs. death ray or the creature will be blinded for 1-3 rounds. This flash is emitted in the direction that the blow is struck in. Those creatures within 3’ of the blow that are living will gain one hit dice in added hit points. These will fade at the rate of one hit point per turn until they are gone. The maximum bonus to a living creature is 150% of normal hit points. For the dead the metal will inflict one hit dice of damage per round or strike if the metal takes the form of a weapon. Weapons or armor created with the metal will be of +5 qualities.
The metal also has a trait of picking up powers as the metal ages. Each year a new power will appear that is related to magic or energy. The metal will also augment and existing weapon or item if it is used as part of the creation or if it encases another magic item. In some cases boxes have been produced that will cause mundane items to gain powers (sometimes tailored by the box designer) that will grant certain one time magic powers to the mundane materials. The greater the materials value the longer that the gained enchantments will persist. Scabbards are also a favorite use of this metal as it will continue to add powers to a blade over time.
Negaonese: (Metal of the Negative Plane): This cracked stony material will be blended with orachalium to form a dark grey metal that dampens all light and life around it. The metal has densium in it to affect the magic affects so that the holder of the metal will not be killed by the negative material planar influences. All light sources within 10’ of the metal will be reduced by 50% of normal. . If struck with a blow the metal will create a blinding blast of darkness that causes a save vs. death ray or the creature will be blinded for 1-3 rounds. This darkness is emitted in the direction that the blow is struck in. Those creatures within 3’ of the blow that are undead will gain one hit dice in added hit points. These will fade at the rate of one hit point per turn until they are gone. The maximum bonus to a living creature is 150% of normal hit points. For the living the metal will inflict one hit dice of damage per round or strike if the metal takes the form of a weapon. The aging powers of this metal can also cause a save vs. spells at +2 each time a blow is struck as an intense aging particle has affected the struck items material components and this will cause that item to break or collapse. Weapons or armor created with this metal will be of +4 qualities.
Any creature or material that remains within 10’of the metal for 1 day will age one month age for their body. Materials that touch the blade for one year will loose one magic power. It also ages the component materials by 10 years for each year spent in contact with a piece of this metal. (Aging rate is 10:1)
Volteon: (Metal of Lightning): This material will readily be incorporated in this alloy of orachalium and this elemental material. It also incorporates densium to help keep the metals energetic properties contained within a magnetic field. The metal will be a bright silver color and will have blue lightning playing along its surfaces. If the metal is struck it will emit a much more energetic blast of electrical energy in the direction that the blow is struck. A successful to hit will inflict damage that is 2x the normal amount of damage. This blow will also induce 1-3 rounds of stunning shock to any creature. More than one successful blow per round will be cumulative in regards to this affect. The metal created will grant weapons or armor a +4 quality.
This material is a very useful power source of infinite life. It will also power magic items that need a power source if a converting medium can be found or manufactured. The metal can confer a small amount of the electric properties of this metal when it is held in contact with another metal... When stored for 24 hours the metal that is stored with it will gain enough energy to augment the metal items first strike for 2-12 damage. This must be used within 12 hours of its endowment. Insulation of Immunity to electricity are needed not to trigger this property automatically upon touching of the endowed metal.
Icinium: (Metal of Ice): This icy material will mix with purest mithril and some densium in order to control its affects magnetically. It is opaque white in color and radiates an ice fog aura from its surface. It is very cold to the touch and must be set up with special grips to prevent limb/hand damage. The metal will emit a burst of icy vaporous material whenever it is struck. It is emitted in the direction that the blow is struck in. The blast will increase the weapons normal damage to 2x the normal. The blow will also coat a 1’ square area around the blow area even if it doesn’t penetrate armor. This will lead to a -1 to hit and damage for every 4 successful strikes on a creature as if it were AC9. This coating is 1” thick and takes 30 seconds to remove for each strike. The material can cause temporary blindness if the face/eyes are struck. Weapons or armor created with this material will be of +3 qualities.
The metal is used in many magic items of great power to help reduce magical overheating. This is specifically used in items that can emit multiple magical affects each round. It can also be used to contain fire and other hot materials and direct them in a desired course. This will render the cold nature of the metal to normal room temperatures.
Vacold: (Metal of Vacuum): This metal is formed from the elemental fine sand material that is its eternal form, which can only be alloyed with adamantine and a quantity of densium to keep the vacuum qualities under magnetic containment. The metal has an invisible quality that is only given away by telltale opaqueness in the air surrounding the metal. If the metal is struck it will suck in air directly in the path of the blow that will be accompanied by a loud suction sound. This blast will cause all air breathing creatures to be stunned for 1-2 rounds (NO SAVE) as the atmosphere is sucked away from them. The creature must have its breathing orifice within the vacuum field that is 10’ in diameter. The weapons or armor created by the metal will be of +5 qualities.
The material can be used to destroy/remove materials as they will be sucked to the border regions of the inner plane of vacuum if the metal is placed on them for 24 hours. The metal must be struck on the hour every hour, and at the end of that time the item is seemingly ripped into the inner plane of vacuum. This vacuum directed force can be used to suck materials into molds to form perfect mold impressions
Smokonese: (Metal of Smoke): This oily material is mixed with orachalium to yield a light grey metal that must be mixed with densium to help keep its form. When this metal is struck if will emit a smoky screen of material that will persist in the air for 1-3 rounds after the blow is struck. The larger the metal piece the larger the obscuring field. This field can conceal movement and other activities that are undertake by the item wielder. The densium allows this obscuring smoke to persist for longer periods of time. This screening smoke will cause any creature passing through it to make a save vs. poison or suffer a choking fit for 1-3 rounds. This causes them to strike at -2 to hit and damage for that duration. The metal created will give off a constant stream of smoke and are able to have up to +4 enchantments for weapons or armor.
This metal is favored in the use of shields of various sorts.
Minoron: (Metal of Mineral): This crystalline material is mixed with mithril and yields a material that is faceted like a gem with the brilliance of the brightest burnished silver. It changes colors in a kaleidoscopic way as the light refracts about the material. When used to make a weapon and a blow is struck, the material will make the item throw of crystalline shards of material on each successful to hit roll. This in no way damages or weakens the weapon. These shards are razor thin diamond shaped and very hard. They are also difficult to remove and will move deeper into a victims body the longer they remain in it. They inflict additional weapon damage equal to +150% of the normal damage done by that weapon type. The weapons created with this metal are of a +3 quality weapons or armor.
The metal will cause any gemstones placed within a box or this material or embedded on a weapon will increase in value one full step after 1 year up to the maximum allowed for that material. Other minerals will also gain in value +25% over the same 1 year time.
Magmabalt: (Metal of Magma) This paint-like magma material is mixed with adamantine, densium, and eternal magma from the deepest parts of the plane of magma. The material that is yields is dark red in color and glows with the strength of a torch. The metal created will emit a gout of magma that will be emitted from the metal in a gout that is directed in the direction that the blow is made in. The gout has the affect of doubling the damage of any weapon strike. It also leaves a lava residue that increases damage. On round 2; ½ damage is inflicted, on round 3: ¼ damage is done. There is no added damage on round 4 but the material must be broken off forcefully from those struck with it. That is with the painful burns. The lava takes 1-3 rounds to remove per successful strike. The lava left by a blow will weigh 5 lbs, and enough successful attacks will possibly encumber a victim of this metal. All flammable materials that are affected by the magma will need to make a save vs. magic fire and heat. This alloy can be of up to a +5 quality weapons or armor.
This material is often used as a heating agent for other materials when used in conjunction with icinium to direct the flow of the material.
Dustiron: (Metal of Dust): This light grey dust is mixed with the purest of adamantine to yield a light grey metal. The metal seems to radiate cold and death from it depths. It must have a special shielding grip and has densium added to the mix to magnetically keep the influences of the negative material plane moving away from the wielder. (Cursed versions do exist though). If created as a weapon it will launch additional particles of negatively charged dust in the direction of the blow that will inflict 1-3 damage per blow to the living, but it augments the dead up to 150% of their normal hit points. These hit points are lost after 1 round and will be lost at the rate of 1 pt per turn until the undead returns to their normal hit points. The weapons created with this material will constantly emit a stream of dense particles that will form a visual blocking once they strike a blow. This rain of particles persist for 1-3 rounds after the last blow... This can conceal other weapon use or spell casting. The bigger the metal piece the larger the visual impairment will be. These dense particles force a save vs. magic if they are passed though. Those failing their save will cough uncontrollably for 1-4 rounds and are -2 to hit and damage for this time. Weapons created with this metal will be of +5 quality for weapons or armor.
Small shavings of this metal can cause blighted crops is mixed with an agricultural areas soil. It is much worse than salting a field as it persists until all the metal components have leached down into the water table.
This metal is favored in the use of shields of various sorts.
Ozonese: (Metal of Ooze): This material is a tar like material that is alloyed with orachalium and mercury which yields a rich brown metal. When this metal is struck a hard blow it will exude a splash of 1 gallon of elemental ooze in the direction that the blow was struck. This material can strike foes in the eyes on any roll over 3 needed to hit as long as the wielder knows about this power. This thick ooze takes 1-3 rounds to remove from the victim’s eyes or body. Also it is a messy fight with this weapon. Those not prepared (with spiked boots) will need to make a DEX roll each round that they remain in the 10’ melee area as small pools of the material remain and will cause the unwary to slip (recovery time of 1-3 rounds). There is an additional -1 penalty to the DEX roll for each 2 rounds that the combat remains in that 10’ melee region. Weapons created with this metal will be of +4 quality weapons or armor.
As an added affect of this material it will cause all plant life that is raised in soil touched by it to grow to 200% normal size. This has led to a number of magic plows and gardener trowels being constructed with this metal. Also this metal is not good for use against plant based life forms.
Steamgsium: (Metal of Steam): This condensed cloud of eternal element is alloyed to mithril that yields a silvery metal that is always leeching a small cloud of steam. This metal requires densium to help maintain control of the metals vaporous nature. When this metal is fashioned into a weapon it will emit a forceful gout of steam away from the force of the blow. This will inflict damage equal to twice the normal weapons damage. It will also emit a gout of steam that blocks vision in a 5’ diameter cloud for 1 round before dissipation. When the metal has been struck in 3 successive rounds, the metal will emit a forceful blast of steam in the direction of the blow. This will inflict 3-24 points of damage. It can only be used every 3 rounds. Weapons created with this metal will be of +3 quality for weapons or armor...
This metal is sometimes used as an energy source as the metal need not be struck hard in order to emit the steam and steam blast. It can be used to power wheels and gears, and in more advanced society’s generators.
Radion: (Metal of Radiance). This light material that makes up this elemental material is alloyed with adamantine in order to form a faceted clear crystal that is blindingly bright and one side of the metal is always blacked out so that it can not blind a wielder. For this reason weapons made of this metal will always be diamond shaped. The material can also be used if the user has specially made “sunglasses” to prevent one of the materials most powerful affects. When this metal is struck any creature within 30’ who looks at this metal will be blinded who fail a save vs. spells (or have the special sunglasses). Those who come within 10’ of the material will suffer a cumulative -1 to hit and damage penalty for each round that they remain near the material. (again sunglasses exemptions). This will increase up to a -4 penalty maximum. The weapon will emit light photons that are harmful to creatures when the blade is struck and in the direction of the blow for an 150% normal pts of weapon damage for the radiation damage. (light not radioactivity). This metal is of a +5 quality when created as a weapon or armor.
The light will illuminate an area up to a 60’ diameter as if it were full daylight. Also materials will absorb photons of light over prolonged exposure to this metal. The rate is 1 hour per 24 hours spent contained in the metal. Scabbards are sometimes the medium that will transfer this light. It is light equal to a continual light spell for as long as it lasts.
Saltium: (Metal of Salt): This pink crystal is mixed with orachalium and will yield a metal that is a light pink color: This material has a quality similar to that of minoron. When used to make a weapon and a blow is struck, the material will make the item throw of crystalline shards of material on each successful to hit roll. This in no way damages or weakens the weapon. These shards are razor thin diamond shaped and very hard. They are also difficult to remove and will slowly dissolve and inflame a wound. When these shards are in the flesh it will dissolve and cause persistent nagging pain that will last until fully dissolved in 2-8 days. This pain makes it necessary to make a save vs. poison in order to spell cast at all. Regardless of class the creatures will be of -1 to hit and damage per successful embedding strike. This damaging affect can be lessened by 1 hour per gallon of water that is applied to the salt crystal. They inflict additional weapon damage equal to twice of the normal damage done by that weapon type. Half the damage is the drying that the crystals cause to the blood and half is the negative plane influence. Weapons created with this material will be of up to +4 quality for weapons or armor.
This material is used for dry storage of food stuffs and material components for spells or items. .
Ashver: (Metal of Ash): This metal is formed of the cinder like element alloyed with mithril. It is light grey in color and emits a steady stream of falling ashes from its surfaces. It can not be worn in a sheath. When the metal it struck with a blow will emit a blast of sulfuric ash that is charged with the energies of the negative material planes. This blast of elemental materials will inflict damage equal to 150% of the normal weapon damage from negative plane energies. This metal can be used to obscure movements like smokenese and dustiron, The larger the metal piece the larger the obscuring field, This field can conceal movement and other activities that are undertake by the item wielder. The metal will allow this ash field to obscure vision. This screening smoke will cause any creature passing through it to make a save vs. poison or suffer a choking fit for 1-3 rounds. This causes them to strike at -2 to hit and damage for that duration. The metal created by this process will be of +3 quality for weapons or armor.
This metal is favored in the use of shields of various sorts.
.Other useful shapes for these metals are Bell or Funnel like arrangements that can be made to cause the elemental gout to be emitted if not a weapon. The metal readily takes enchantments which will automatically succeed if of the same nature as the metal’s parent elemental material.
I hope some of you like these....I am working on materials that come from areas of convergence as set forth in the Manual of the planes and 2nd edtion guides...
There are meterials there that possess latent powers of multiple element types. Sort of like Ion Stones which are supposedly found on the Border of the Positive Material Plane and the Mineral Plane...
What do you think.
It’s Good To Be The King!!
There can be only one and 7/8th!!!!
The 1000 nations of the Persian Empire descend upon you.......her arrows will blot out the sun.
Then we will fight in the shade........!!