Metals

Adamant: This is the pure metal form of the hard, jet-black ferromagnetic ore known as adamantite, from which the famous alloy adamantine is made. Adamant is rarely found in nature, but when it is, it is always be in large spherical pockets in hardened volcanic flows. Adamant is one of the hardest substances known on Earth, but it is also brittle. A sword made of adamant could slice through most metals—but would snap off if struck by another blade or even a smartly wielded wooden cudgel. It sees use in Faerûn only in dwarven experimentation50 and in styluses used to etch metal with names, strike chased ornamentation, and imprint inscriptions. Such a stylus shatters if dropped to the floor, though the chips can be used to scratch things. Adamant styluses typically costs 35 to 50 gp, if one can be found at all; Waterdeep and the Great Rift of the dwarves are the best places to shop for one. Adamant is a gleaming, glossy black. Any reflections seen in it acquire rainbow edges, and this peculiar optical property is the sure-fire way to identify this surprisingly light, valuable metal. Adamant is worth five times its weight in gold and takes enchantments readily. Some dwarves have worked together with human wizards to make adamant plate armor bound about with enchantments so that when it shatters, the pieces hang together around the wearer, providing some—albeit flawed—protection. Specifically, adamant shields against all fire and heat, magical or nonmagical, that it comes in contact with, so a wearer of adamant armor can stride through a small fire (one which still allows him the use of some oxygen to breathe) unscathed and even emerge from a fireball blast suffering only 1d6 points of damage from fiery damage to exposed areas. Items made primarily of adamant automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +6 bonus to all item saving throws vs. magical fire and a +4 bonus to all item saving throws vs. acid, disintegration, and lightning. Unless items are enchanted to compensate for adamant’s brittle nature, however, they receive a -4 penalty on all item saving throws vs. crushing blow and fall.

Adamantine: Adamantine is an incredibly hard metal. Some folk believe that metallic adamantine is made by combining adamanite ore and the correct proportions of silver and electrum, or even by combining steel and mithral, but dwarves and other in the know scoff at such tales. Known for its enhancement bonus on attack and damage.
Adamantine chart
This alloy, of five-eighths adamant to two-eighths silver and one-eighth electrum (itself a natural alloy of silver and gold) retains the hardness of adamant, but combines it with a rugged durability that makes adamantine so hard to shatter that it is the favored substance for the making of war hammer heads, the best nonmithral armor, and harbor chains. (By one of the miracles granted by the gods, adamantine can also be derived by combining steel and mithral—if one knows how.51) Adamantine is black, but has a clear green sheen in candlelight—a sheen that sharpens to purple-white under the light given off by most magical radiances and by will-o’-wisps. Adamantine is tricky to make, and must be forged and worked at very high temperatures by smiths who know exactly what they are doing and who have access to special oils to slake and temper the hot metal in. Almost all such expert smiths are dwarves, as the Deep Folk guard the secrets of working adamant jealously, but a priest or wizard seeking to enchant items can make use of finished adamantine items and need not necessarily have to work with a smith to create an adamantine work anew. Adamantine readily takes enchantments, adding a +2 bonus to all saving throws of awakening, enchant an item, holy vesting, and wondrous web spells cast upon it. It is often the primary material for enchanted armors.Items made primarily of adamantine automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +4 bonus to all item saving throws vs. acid, crushing blow, disintegration, fall, magical fire, and lightning.

Arandur: Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. When refined and forged, the metal is silver-blue with a green reflective shine. It is famous for holding a sharp edge even when abused and is the favored material for making keen weapons. Known for its sonic resistance. Price modifier +2000gp. Once the exclusive secret of the gnomes, this legendary metal has since been worked by elven smiths of Evereska and Evermeet. Many gnomish locks and hooks, as well as some fabled elven warblades, have been forged of arandur, though new forgings—and folk who know how to work the ore—are both rarer than ever today. Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. So that it does not become as brittle as the glass it is found in, it must be tempered with the blood of a red or blue dragon in its forging. Because of this, working it is not a task for the roadside village smith. The finished forged metal is silver-blue with a green reflective shine. Arandur bonds with other metals so well that Merald’s meld and crown meld spells are not necessary when enchanting an item made of it and other metals. It is famous for holding a sharp edge even when abused and was the favored material of old for making swords of sharpness and vorpal weapons. Items made primarily of arandur automatically succeed in all item saving throws vs. fall, normal fire, cold, and electricity. They receive a +3 bonus to all item saving throws vs. acid, crushing blow, disintegration, magical fire, and lightning. Arandur also partially absorbs magic missile energy pulses; folk who wield a sword or shield made of arandur or wear arandan armor take ld2 (to a minimum of 1) fewer points of damage per magic missile bolt directed at them.

Copper: Quite familiar to poor folks across the world, copper is known by spellcasters to be a magical purifier, aiding in magic that negates sickness and poison. While its brilliant color makes it popular for ornamental items, its relative softness makes it unsuitable for armor wand wapons unless magically treated (which also activates its resistance). However, it is often used in items that provide protection from cold. Known for its cold resistance properties. Price modifier: +2000gp. This well-known pure metal, with its distinctive pinkish sheen, is the best widely available purifier and amalgamator among metals. It is soft and easily worked, widely known in Faerûn, and appears here because its role as a magical purifier and neutralizing agent cannot be overemphasized. The wizard and especially the priest seeking to work with a substance or item not suited to his or her faith or purpose can make the offending item usable by adding at least half the item’s weight of copper to the item. (For example, by sheathing it in copper or adding a longer handle plated in copper, or similar means.) Holy or unholy water should not be stored for any length of time in copper vessels, because the metal will neutralize either in 2d4 months, changing them to normal water. Items made primarily of copper make all item saving throws at the normal listings for metal.

Darksteel: Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but has been recently rediscovered thanks to some ancient dwarven texts. The alloy is made from meteoric iron tempered with a variety of special oils. Known for its acid resistance and electrically charged damage bonus. Price modifier: +2000gp. The composition of this alloy is (or was) a secret of the possibly extinct Ironstar dwarf clan. It is unheard-of to find a new item made of darksteel, though a rare and lucky few delvers into deep places have come upon ingots of darksteel. (A darksteel ingot is about as large as the empty area in the middle of four rectangular human warriors’ shields stood up long-edges-together to form a hollow square when viewed from above.) Darksteel behaves like steel but is lighter, and when coated in certain oils whose formula is known to few52 and heated in even a small fire, it becomes molten, and can be poured into molds— even simple sand molds—to be cast into a new shape. Remarkably, this does not destroy or (usually) alter existing enchantments on the metal. Moreover, darksteel is durable and takes new enchantments readily, even if it is already dweomer-laden. All of this makes darksteel very valuable (about 10 to 12 times more than gold, by weight), and it is eagerly sought by dwarves and by adventurers of other races. Certain smiths in Neverwinter and Waterdeep have standing offers of 7,000 gp or more for an intact darksteel ingot. Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. It has the unique property of absorbing all natural and magical lightning or electrical energy (not heat, and not magic missiles or other pure energy pulses) into itself, without conducting any of it—or its damage—to a wearer or being in contact with it. Items made primarily of darksteel automatically succeed in all item saving throws vs. fall, normal fire, cold, and electricity. They receive a +3 bonus to all item saving throws vs. acid, crushing blow, disintegration, and magical fire, and a +5 bonus to all item saving throws vs. lightning.

Dlarun: This bone-white metal, sometimes known as icesteel, can take a high polish and is often mistaken for ivory when seen in finished items, but has a distinctive greenish sheen in candlelight. Dlarun ore is found in the clay dug from riverbanks, and when first refined it is soft and easily carved. A second heating makes it hard and durable. This property makes the metal ideal for decorative work and figurines. Known for its fire resistance and frost damage properties. Price modifier: +2000gp. This bone-white metal can take a high polish and is often mistaken for ivory when seen in finished items, but it has a distinctive greenish sheen in candlelight and when in the presence of magical radiances. Dlarun is a little-known metal of the halflings, who take care to keep word of it as paltry and as inaccurate as possible. Dlarun is usually encountered after having been formed by halflings into small figurines, inlay plates, or knobs and pommels shaped like beast claws, acorns, or other elements of nature. Derived from roasting clay dug from the banks of certain rivers, dlarun is first gathered as white chips among fire ash that are then melted in a hot crucible that is filled with a secret mixture of liquids. A lump of soft, soaplike metal results that can be readily carved by anyone with a sharp knife. When the desired end result has been achieved, a second heating—in the open flames of a fire fueled and supplemented by secret ingredients, this time—transforms the metal into lightweight rigidity. It is thus ideal for item adornment and has the added property of steadying the mind of any being in direct (bare flesh) contact with it, allowing them to make all saving throws vs. enchantment/charm and illusion/phantasm spells (and similar psionic or spell-like power effects) at a +1 bonus. Items made primarily of arandur automatically succeed in all item saving throws vs. fall, normal fire, cold, and electricity. They receive a +1 bonus to all item saving throws vs. acid, crushing blow, disintegration, magical fire, and lightning.

Duskwood: This species of tree grows widely all over, and is named for the eerie appearance of its tightly growing groves. Smooth, with small branches at the top of 60-foot trunks, duskwood trees have a black bark and smoky gray wood that is as tough as iron. Known for its weight reduction properties. Price modifier: +3000gp.

Fever Iron: In some volcanic craters, pools of molten metal collect and are never allowed to fully cool. Sometimes these pools of semisolid metal attract the raw energy of the Earth are are transformed into what the dwarves call fever iron. Fever iron can be made fully solid through a magical process that includes application of intense cold, after which it can be worked like normal iron. Known for its fire resistance, and fire damage properties. Price modifier: +2000gp.

Gold: While most use gold as a currency, spell casters know of gold’s magical properties. When magically refined and treated, gold can be made as hard as steel. Known for its acid and fire resistance.
Heavy weapons  gold and platinum chart
Gold price modifier chart
Gold has the important ability to hold multiple enchantments —even conflicting ones—and keep them from affecting each other or the stability of the gold-adorned item. It therefore makes all dweomerflow magics entering an item in which it is present (even in very small amounts) automatically succeed. In other words, saving throws for magical charge transfers are always made at the receiving end, if that end is an item having gold in its makeup. Items made primarily of gold make all item saving throws at the normal listings for metal.

Hizagkuur: This rare pale silvery gray metal is named for its discoverer, a dwarf from long ago. It is found only in scattered, but very rich, deposits deep in the Underdark as a soft, greenish-gray claylike ore or a flaky mud. One misstep in its refining, and it remains useless mud. Known for its cold resistance and electrical damage properties. Price modifier: +2000gp. This extremely rare white metal is named for its long-ago dwarf discoverer and is found only in scattered, but very rich, deposits deep in the Underdark as a soft, greenish-gray claylike ore or a flaky mud. Its preparation is complex, and it is a secret known only to a very few senior dwarven smiths and elders. If even a single element of the process is wrong, the hizagkuur remains mud and not a usable metal. If successfully transformed into a metal, hizagkuur must be cast, worked, or forged into final form within a day and thereafter can never be worked again. (If an item made of hizagkuur is broken, only magical mendings accomplished by limited wish or wish spells can repair it.) If hizagkuur is left untouched for that 24 hours, it becomes inert and unworkable unless either a wish or limited wish is cast and properly worded to allow a second chance at working it. Hizagkuur is unsuitable for use in the crafting of magical items or items that are to be worn because once it has cooled and hardened after being worked, it reflects all magic cast at it 100 percent back at the source and also deals 2d12 points of electrical damage per touch (or per round of continued contact) to all beings coming into contact with it. It sees most use as a sheathing for fortress gates, vault doors, and seals on coffers or hatches of crucial importance. Items made primarily of hizagkuur automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +6 bonus to all item saving throws vs. magical fire and lightning and a +1 bonus to all item saving throws vs. acid, crushing blow, fall, and disintegration.

Living Metal: Powerful sources of life energy, such as druid circles or holy sites, sometimes leach energy into the soil, which changes the properties of the natural deposits of iron buried nearby. This living metal usually has a light gray-green color and has properties of natural repair and reshaping. It is favored in the construction of rings of regeneration. Also known for its armor check penalty reduction properties.
Living metal chart

Mithril: Mithril is light and hard metal. Some foolish bards believe that mithril can be combines with steel to form adamantine, but such tales only cause uproarious laughter in dwarven communities. Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0). An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)
Mithril chart

Known as truemetal to the dwarves, this silvery-blue, shining metal is derived from soft, glittering, silvery-black ore found in rare veins and pockets all over Faerûn—from the depths of the Underdark to surface rocks, particularly in the easternmost Sword Coast North lands. Mithral can be combined with steel (varying alloys of iron and carbon) to derive adamantine if one has no access to adamantite ore, but this process is both difficult and known only to a very few dwarves, who do not perform it for nondwarves unless there is a very good reason. Mithral is the lightest and most supple of metals hard enough to be used in the making of armor; it is extremely valuable. Against magical attacks, it has an unpredictable nature: Whenever magic contacts it, roll 1d12. On an odd result, it does nothing; on an even result, it alters the magic, either giving a +1 saving throw bonus to beings very nearby (in other words, the wearer of mithral armor) or lessening damage done by the magic by 1 point per die. (The result more favorable to the mithral wearer or bearer should be chosen.) Items made primarily of mithral automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +2 bonus to all item saving throws vs. acid, disintegration, magical fire, and lightning and a +6 bonus to all item saving throws vs. crushing blow and fall.

Platinum: This silvery-white metal superficially resembles aluminum but is extremely heavy. Because it is so malleable, it must be magically altered to the rigity of steel so it can maintain its shape even when used in combat. This process also catalyzes its magical properties. Known for its cold and sonic resistance.
Platinum chart

Silver: Long valued for its purity and beauty, silver is also used to make weapons and armor. It is commonly used in items involving light and moon magic, as well as bane weapons dedicated to battling shapechangers. With the proper magical treatments, silver gains the rigity of steel. Known for its electrical resistance as well. Price modifier: +2000gp. This relatively common valuable pure metal is known to the elves as “the sheath and shield of Art” because, of all metals, it is the most associated with and suitable for magic. Some Faerû- nians believe silver is the hardened tears of the goddess Selûne, and in the eldest dwarven tongues, the names for silver meant “the blood of alloys,” referring to its versatility in making one metal combine with another. Many dwarves use silver in various alloy formulae of their own devising—or that have been handed down through clans for generations. Most of the beauty of metalwork down through the ages has been associated with the gleam and hue of mirror-polished, untarnished silver, and it has always been associated with the adornment of magical items. Enchanted items that involve moon-related magics, electricity or lightning, and pure energy discharges (such as magic missiles) will always automatically make all saving throws related to awakening, enchant an item, holy vesting, wondrous web, Merald’s meld, crown meld, Obar’s lesser purification, Azundel’s purification, higher consecration, and any other purification spells cast upon them if silver is their dominant ingredient (60% or greater composition by mass). If the silver content of an item is between 50% and 60%, the metal instead confers a +4 bonus on all such saving throws. On other sorts of magical items, silver confers only one benefit: Silver content of 50% or greater gives a +2 bonus to all rolls associated with the success of purification, strengthening, and melding spells. Certain elven folk, and many senior Harpers, are known to command secret processes that exploit other magical benefits of silver. Dwarves are known to be able to combine it with mithral to make several lightning-warding alloys, so that a warrior clad in full plate armor made of such alloys can take the lightning strikes of a furious storm without harm and fight on. Items made primarily of silver make all item saving throws at the normal listings for metal.

Zalantar (Darkwood): This wood from the zalantar subtropical tree is black, hence its Northern name: “black-wood.” Known for its hardness. Price modifier: +10gp/lb.

Orium: Known for its poisonous properties.

Cobalt: Deep lustrous blue metal that is known for its cold properties. Price modifier: +2000gp.

Lumium: Lunar metals. Shines under moonlight. works much like silver again lycanthropes. Price modifier: +2000 gp.

Bloodsteel: Metals found only in the deep recesses of the Abyss. Known for its fire resistance and fire damage properties. Price Modifier: +25000gp.

Star metal: Star metal is often found within the Astral Sea. Known for its radiant properties. Price modifier: +25000gp

Storm metal: Metal that is harvested from the elemental plane of lightning. Known for its electric resistance and electrical damage properties. Price Modifier: +25000gp.

Red Steel: An extraordinary metal lighter than common steel, and more precious than gold. Known for its ability to hold a fine edge. Price Modifier: +1000gp.

Glassteel: Made by the avariels and sun elves in an alchemical process requiring extensive knowledge of both metallurgy and glassblowing, glassteel combines strength beyond iron with the transparency of glass. Mostly used as a building material in fantastic castles, glassteel can also be fashioned into weapons and armor. Glasteel is stronger and tighter than iron—but it’s fantastitalty expensive. Just as does adamantine, glassteel grants a nomnagical enhancement bonus to weapons and armor made with it. And like mithral, glassteel armor counts ‘as one category lighter (although light armor is tilI light’, spell failure thance is decreased by ioe mazsmum Dexterity bonus is increased by 2,’ and armor check penalties arc decreased by 3. Nonwqspon and nonarmor itcm made of glassrccl weigh half what they other wisc would. Glassteel weapons and armor are hard to spot at a distance (-4 penalty on Spot chccksj, but just because armor is transparent doesn’t mean that the person underneath the armor is likewise concealed. In combat, glassteel’s transparency is mostly a decorative curiosity rather than a tactical advantage. Glassteel has a hardness of 20 and 40 hic porn cs per inch of thickness. Weapons and armor fashioned from glassteel are treated as masterwork items with regard to creation Limes, but the masterwork quality does nor affect the enhancement bonus of weapons nor the armor check penalty of armor.
Glasteel chart

Blue Ice: which has the same hardiness and heat resistance as metal, but always remains cool to the touch.

Cold Iron: which effects fey and fiends better. This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.

Ithildin: (“star moon”), which was used to decorate gateways, portals and pathways. It is implied at one point that the “moon-letters” featured in The Hobbit were also composed of ithildin.

Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger. Because dragonhide armor isn’t made of metal, druids can wear it without penalty.

Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Solanian Truesteel: its ore being mined on the 4th layer of the Seven Mounting Heavens of Celestia. It is described as a fine iron that needs no alloy and shines with a silvery gleam. It’s slightly harder than normal steel.

Telstang: originally known only be the gnomes, it’s now also used by a few halflings, elves and orcs… though the gnomes still try to prevent anyone else from learning of it. It’s unsuitable for use in weapons or armor, but it is good for bracers, buckes, brooches, pendants, and so on. An item made of Telstang provides its wearer with complete immunity to state-altering effects, be they positive or negative (so things like paralyzation, polymorphing, disintegration, petrification, shape changing, water breathing and spider climbing). Originally a gnomish secret, this alloy of copper, mithral, platinum, and silver has been adopted by the halflings and by certain elven and orc peoples in the Sword Coast North. Its making remains known to few, and in many writings it is hidden behind the term “truesilver,” which has also been applied to mithral, or the phrase “the trusty metal,” often misunderstood by human sages to mean steel or perhaps bronze—the very mistake the writers hoped they would make. Telstang is a dull silver in hue, rather like pewter, and is known as the singing metal because it gives off a clear bell-like tone when struck. It is nonferromagnetic but readily forgeable, though it tends to be brittle and easily snapped off or shattered in large pieces. It never oxidizes and so lasts forever if not struck or dropped. Telstang’s shortcomings make it unsuitable for use in weapons or armor, but it is often worn (by folk who know of and can get it) as bracers, buckles, brooches, pendants, and the like because of its most valuable property: Telstang and all organic material in contact with or encased in it cannot be altered in state; that is, a warrior wearing telstang and the telstang itself cannot be affected by paralyzation, polymorph spells, disintegrate, petrification, shape change, and similar attacks. However, such a being also cannot be aided by beneficial magical state-altering effects such as those conferred by such spells as spider climb and water breathing. Except where the special property of telstang comes into play, items made primarily of this metal automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +2 bonus to all item saving throws vs. acid, disintegration, magical fire, and lightning, and save normally vs. crushing blow and fall.

Zardazik: This rare, durable, amber-to-red ferromagnetic metal is (thus far, at least) found only in mountains and delves around the Lake of Steam and in certain sand-scoured fissures in the heart of Raurin. It is a very soft metal, and because of this is never used in pure form, but rather alloyed or used to sheath other metals. It can be added to other metals in perfect bondings, apparently vanishing into them in alloys that have all the properties of the other metal—plus the one benefit of zardazil: the ability of any item partially or wholly composed of it to body phase with the first being whose blood it spills. When a zardazil blade wounds its first creature, it inexorably begins a spell-like internal alteration that takes a full turn (though it can be used normally during that time and does not look or feel any different). At the end of that turn, the zardazil weapon behaves as it has always done for and to all other beings in Faerûn, but it cannot ever harm the being it first wounded again. Instead, the weapon passes through the body of that being harmlessly, as though the body is not present, in a manner similar to, but not exactly like, an ironguard spell.53 Such woundings are often done deliberately to enable a being to carry a concealed weapon: The weapon is simply slid into the body and carried internally until needed, whereupon—without bloodshed or internal damage—it is plucked forth for use. At least three Waterdhavian noble ladies have drawn forth daggers tied to throat jewelry from their bodies in recent years to defend themselves against attackers, and it is suspected that Ardrethra Laurindar, a professional slayer who has posed as an evening escort in Calimport and Westgate to gain access to her targets, also employs such a weapon. No matter how small the amount of zardazil used in the making of a weapon, the entire weapon enters a state of body phase: It is able to coexist with the body it is linked to, and out of the reach of all magics such as heat metal, enlarge, or other spells that spellcasters may attempt to apply to do harm to the weapon carrier. This causes it to fall right through the body of the carrier unless a nonmetal part of the weapon is present. Usually a leather hilt grip or a loop of cord strung through a hole in the pommel is used to prevent this. The weapon hangs, swinging freely inside the body, from this nonmetal part, so the part is usually fastened to an anchor on body armor or a harness in the shoulder area. The presence of a body-phased zardazil blade does not affect the body containing it in any way—weight, bodily processes, spells cast on the person, and so on are all unchanged. The blade moves with the body if magic or physical actions cause the body to teleport, change planes, and the like, but is itself (both metal and protruding nonmetal portions) unaffected by magic—even when this causes it to part company with the body it is linked to. Blood, poisons, and other contaminants a blade might have acquired while in use are not communicated to the body when the blade is slid back home; it is in body phase rather than being in direct contact with organs, bones, and flesh. Note that a zardazil blade does not pass through clothing without doing damage. A blade’s sheath can also be in body phase if it is all-metal and contains zardazil, so a swordpoint that might happen to protrude from a twisting or bending body need not be uncovered and dangerous. Except by such an emergence, a zardazil blade in body phase does not betray its presence in any way, including to magical scrying or metal detection. Multiple nonmetal anchors, such as leather thongs tied to fine chains affixed to the top and bottom of a sheath and incorporated into external garments could well prevent unintended exposures of zardazil weapons. Some anchors have been cleverly woven into long hair or otherwise concealed so that seemingly defenseless prisoners have surprised their captors by producing weapons. Except where the special property of zardazil comes into play, items containing zardazil make all saving throws as the metal the zardazil is bonded with.

ADARCER This is a white alloy, a fusion of ang (f ron), glôin (“True-coal”), and durang (‘Dark—iron” or titanium). It’s extremely strong, but somewhat rigid and difficult to work once forged. It can cleave iron without dulling.

ALCAM (S. “TiN’3 This soft, silvery metal is normally used to make the alloy evyth, although the Dwarves use it to line water- basins and for much of their decorative filigree. It is clear that there is less alcam in Mona than there is among the Dwarves in the Blue Mountains, but this may be due to the abundance of better metal. Like copper (paer) below, the Elves seem to have more uses for this metal than the Dwarves, employing it as facings and roofs, and combin ing with paer to make bronze.

ANG (S “Irow’3 Pure ang is silver-white and both malleable and ductile. Even in Mona, though, it is rare. The more common variety is dark grey and stronger. The Dwarven rule of classification is that anything which is virtually pure ang is ang. Common ang is dark grey and hard, yet bendable. Ang is found throughout the mines of the northern Deeps, at every level, and as far as the central Redhorn. The Noldor use it principally in the making of borang.

BORANG (5 “Steadfast-iron or «Steet’9 This silvery alloy is a favorite of the Naugrim. Fused of ang, morasarn (carbon), and a smattering of one or more odd metals, it is strong and durable. Borang supports more than ang, and is cheaper and more pliable than adarcer. Although the Mírdain consider it unattrac tive arid flawed, they use it extensively.

CELEB (S “Silver’9 Dwarves often hoard their celeb, but there’s enough of it around Moría to allow other uses and even export to the Elves. The Dwarves use it for decorative inlays, chalices, plates, cups, mugs, horns, and virtually anywhere where they could use mal (gold), but are too mean. Still, despite its malleability, celeb is stronger than mal. The Noldor prize it and use it for utensils, cups and plates, and other more common purposes.

CELEBUR (“Burning Silver’ f) This is a form of weak uranium ore, somewhat like radium in its effects. It is known to the Dwarves who avoid it. It is required for the making ofmithrarian. It was never forged in any reputable smithy, but was used for a time at Amon Lind.

CRANOR (“Tree-go ld’f) This unique substance is an invention of the ancient Daen folk of the White Mountains. Manufactured from the sap of the Sorglasora ( told-pine”) and the nectar of the VvThite Lily, Cranor is a golden translucent resin. The substance is nearly as hard as a diamond, and highly resistant to fracturing. Hard slicing blows to the edged surfaces remove chips up to six square inches, but strikes to flat areas do little but dent or incise the surface. An amber material, Cranor also stores static electricity, so energy applied to its surface builds into a stored charge (at 50 volts per strike). This energy accumulates up to a level of 1000 volts, although it is normally released whenever an ungroundéd object touches the resin. Note: Treat any electrical attack as a Lightning Bolt attack with an OB + # of volts minus 200 (e.g, 250 volts yields a +50 OB)0 This material was often used to encase and entomb Dun nish Chi !ftains and their followers.

E0G (Du. “Eö1’s Iron “or”Ang EöZ’9 Eog is undoubtedly among the rarest of metals. It is a fusion of mithril, durang, and some unknown materials, app arently from an Elven recipe handed down from the House ofEöl. This formula is one the Elves will not trade with the Naugrim, even as the Dwarves will not divulge certain of their own recipes. It requires both hot and cold forging, and so the cooperation of two of the Halls of the Even Smiths. Both the hottest and coldest of Khazad dûm’s forges would be required to produce it. The finished material is awfully hard, tougher than Dwarven adarcer, and even stronger than ithilnaur. It also has a strange appearance. Both white and red varieties come monly exist; neither has any lustre. Eog also has other properties as a damper against certain enchantrnents, preventing the manipulation of the Essence within a certain radius depending on the nature of the spell caster. The color is the key to this, and it can be made black, white, red, blue, or grey.

EVYTH (S. “Bronze”) Evyth is a red-gold or golden metal formed of alcam and paer. Dwarves use it for decoration, or trade it to the Men of Rhovanion who use it extensively as a cheap substitute for ang. The Men of Far Harad use evyth to make scabbards, which they then decorate with ham mered patterns. Some Easterlings also use it to cast bells with, from giant temple gongs and prayer bells to tiny tinkling chimes. The Elves also love this alloy, sheathing columns and doors in it, covering roofs and casting sculpture. Of the common metals it is their favorite.

GALNIN (S “Shining-white”or “Aluminium") There are rarely more than rumors of galnin; it is only infrequently available. Silvery-white, seemingly like alcam or celeb, it is lighter and will neither tarnish nor corrode. The gamin only comes mixed in an ore found high in the southwestern part of the mines of the Seventh Deep of Mona, although there have been reports of traces being found elsewhere, and a huge load of the ore is said to exist in the jungles of the South. Only intense fires can wrest the pure metal from its ore, and this must account for its rarity. Dwarves think it insubstantial and not worth the trouble of smelting. Since it’s not as strong as ang, and Dwarves like stout material, they have few uses for it and what little gamin the Naugrim mine in their halls, they give nearly all to the Noldor. The Elves frequently use it as a building material. It also found application at Amon Lind as an undercoat for the application of mithrarian.

GALVORN (“Shining Black’) This metal is the rarest of all known in Middle-earth. First developed by Eöl, it is malleable yet resists cuts or punctures: the ultimate armor. ‘When forged with certain elements it is the hardest substance known. It is said that galvorn is made in part from meteoric iron: incredibly dense metal fallen from the sky. The only two Smiths in Eregion who might have rediscovered the skill and/or materials necessary are Celebrimbor and Fendomë, and neither will speak of it.

ITHILDIN (S “Moon-star”) Moon-star is a soft, silvery Elven metal invented by Celebrimbor, fused from mithril and other substances. It is used almost exclusively for inlay. Commonly used at the court of Arveleg I at Fornost and in the glorious buildings of Annûminas (now in ruins), it has fallen from common use elsewhere. Rare and strange, ithildin is used for secret inscriptions and other magical purposes. During the day it appears dull and lusterless, and is often invisible against the surrounding metal. Under the moon and stars, however, it regains its silvery brilliance and more: it shimmers with a fine white luminosity. Naturally, the Elves and Dwarves usually employ it outside or beneath windows. Ithildin may be the material used by the Dwarves for writing Moon-letters. These runes could only be read under the light of the moon if it were of the same phase and on the same day of the year as they were written. They were written with silver pens and may have required enchantments to complete.

ITHILNAUR (S “Moon-fire’) Ithilnaur is a favorite alloy of the Elves made from mithril and other metals combined at very high heat. Once cooled to a nearly solid state in ingot form, it is hammered into an elongated shape to compress the lattice structure, folded and hammered again. Periodic rewarm ing is done in a small enchanted furnace standing nearby. For weapons of this alloy, the refolding is done literally dozens of times, in essence creating an extremely strong laminate. Edges and additional reinforcements are fused to the rough blade, and the Elven smiths then carefully cool the metal to room temperature before the sharpening and polishing phases. Ithilnaur is surprisingly common in Mona, where it is used for prized coin and grand armaments. Elsewhere it is rarer. Like ithildin, since the alloy contains mithril, it looks like beautifully pure celeb. It is a fabulously strong substance, combining titanium and other metals with the mithril, which is very hard, maintains a superbly keen edge, and yet is somewhat flexible, perfect for weapons and armor.

KREGORA An extremely ductile metal, so malleable as to be useless as a material for weapons, and oxidizing so quickly, forming a dull yellow patina on its surface, as to be equally worthless for jewelry. Kregora’s true utility lies in its ability to prevent Mentalism, Channeling, and Essence spells from passing through surfaces lined with wires, threads, or netting forged of the substance.

MAL (S “CoU’) Mona and other Dwarven holds are often founded on the site of rich veins of mal, which the Dwarves value above all other metals, save mithril. Its golden color seduces the Stunted-folk and often raises their unhealthy passions. It is too soft for heavy tasks, but it has its merits. Mal doesn’t tarnish and is recognized by all peoples as valuable. When they aren’t hoarding the noble metal, Dwarves use it for coinage ànd all sorts of ornamental or formal metalwork. Although the Noldor have little use for gold for wealth’s sake, they value it as a beautiful metal, and are able to make from it some very strong alloys unknown to Dunn’s folk. It is quite possible that the reason the Dwarves don’t use gold extensively in alloys is that they value it so much as coinage. It isn’t that they are incapable of making the stronger metals the Elves use; they are simply unwilling. Mal is a staple of the Elven Smiths, who know every way of forming and cutting it. Mixed with rnithglmn it becomes white-gold; other elements strengthen it for use as armor or tools. One of its great advantages is its resistance to corrosion, and when combined with lesser metals, it confers this advantage to them.

MITHGLÍN (S “Gleaming Grey”; W “Flattnum’9 Also rare, it is prized for its shining hue- -although it does not compare to mithril. It is difficult to work, requiring high temperatures and hard labor to forge properly, but the resulting jewelry is more durable than work made of mal or celeb. It can be mixed with mal to make it more workable, resulting in whites-gold, strong and resistant to corrosion. TAJ ((1) 11’ “N n’. veryuflflfl ,)

MITHIN (S “Pale Grey”; Used mostly in jewelry, it is a rare, strong, yet light material. Few smiths, even among the Elves, know how to work it. Dwarves enjoy its strength, and delight in creating seemingly fragile baubles from it for their amuse ment.

MITHRARIAN (“Abyss of High Silver”) Beyond rare, this alloy is legendary. Annatar intro duced the concept to the Gwaith-iœMmrdain, and though it attracted much interest, not even Finculin or Celebrime bor would undertake its making. If the Lord of Gifts himself even created any in the Elven Halls, it was alone and with no one’s aid. Mithrarian is said to be an alloy of mithril, eog, and another metal celebur (“burning silver” or «uranium”). The resulting material, Annatar claimed, defied Arda’s pull, so that a boat or other object with even the thinnest layer of mithnarian on the lower surfaces would float without weight. What made this more significant than enchantments which do the same thing is that mithrarian resists all counter-spells. Celebnimbor found the concept of the stuff somewhat disturbing, and also admitted reluctance to work with celebur, a material the Dwarves knew of but shied away from, saying that it caused sickness and death. The material was indeed found to perform as described, but this achievement was only perfected at Amon Lind in the Misty Mountains.

MITHRIL (S “Grey Brilliance “or “True—silver”) Pure mithnil is in many ways like normal silver: shining white and very malleable—but it does not tarnish and alloys with other metals to produce unique enchanted metals of incomparable quality. It always appears poh ished. There are many tales of the mithril from Númenor, but that Isle is no more, and Mona may now be the only source of true-silver. It no doubt contributes to the vast wealth held by Dunn’s Folk. Wherever one travels to lands where it is known, it is considered the richest of metals. Mithril is loved above all materials by the Dwarves and is also treasured by the Elves, the Dúnedain, and the dark forces of Morgoth. Very little true-silver made its way westward to Nargothrond, and the samples which did were highly prized. Celebnimbor’s recommendations that the Noldor journey toward Eregion when he left Beleriand, in hope making contact with the Dwarves of Dunn, and gaining access to true-silver, gives some idea of how highly the Eldar regarded the metal. Their eventual alliance brought more mithril into the hands of the Noldor than they imagined could have existed. From this true-silver many wondrous alloys emerged. The famed mithnil lode is but a single vein. Running northward from the Seventh Deep of Mona, it extends well under the mighty Redhorn. The Dwarves dug so deeply after mithril that they released the Bairog impris oned under Barazinbar. After the release of the Balrog, even Orcs refused to mine the Deeps for mithnil, and so no more silver-steel came from Mona after T.A. 1980.

OGAMUR (S. “From Gamur”9 Dwarves use ogamur for items requiring extreme flexibility and elasticity (an unusual quality in a metal). Few fabrics, much less metals, can stretch like this black substance. Its properties make it ideal for springing devices and works designed to absorb impact. It is difficult to make, however, which accounts for its sparing use. It is an enchanted mix, derived from an eastern Dwarf-house in the late Second Age. The Noldor also have many uses for it in their mechanical devices, It is an endless frustration for them that they must purchase it from Dunn’s people, who refuse to relinquish the recipe.

PAER (S “Copper’ 9 This reddish-gold metal is found throughout Eriador, especially in the highlands of Rhudaur, so it is not very valuable, and there is little trade in the commodity. Before the wars with the Witch-king, the Dwarves occasionally sent some to Tharbad for use as coin, but the production in Moniahas never been unusually significant. Most ofMoria’s paer is used for watertroughs and basins, or in the production of the more durable evyth. Men use it for pots and pans, gutters, statues, wires, and roofing. It is too soft and malleable for Dwarven tastes, and Dwarves see little beauty or use in the metal. Unlike the Dwarves, the Noldor regard the metal more highly and like to use it as roofing for certain buildings and for pipes to carry water, as well as to make evyth.

TASARANG (S. “Willow-iron”; W. “Shalk”) At first sight, tasarang looks like white ogamur. but one quickly realizes one’s error when first handling the stuff. Although it bends easily and has tremendous spring, it doesn’t stretch. Tas arang is also extremely light, even lighter than galnin, like wood or pumice. Because its ore is as white as chalk, weighs little, and is found below limestone intrusions, it is called “shalk” in the Common Tongue. The tremendous heat and cold used make the metal change its texture, yet it only enhances the white hue. Actually, more than one metalworker will swear that it glows. The Mírdain have a vast number of applications for it, but the lack of material limits them. It has been used with some success to make powerful bows, but the value of the material makes this imÉractical in most situations.

Metals

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