-- METALS and ALLOYS of the FORGOTTEN REALMS -- Metals form the backbone of Faerun's civilizations. Armies rely upon steel for defense and puissance. Wizards and alchemists employ a wide array of metals for spell components, potions, and many assorted magic items. Preisthoods revere precious metal icons and holy symbols as tangible artifacts of faith. Wealthy merchants and modest commoners alike use coins as a means of exchange. Peasants till the soil using humble bronze and iron plows, while kings and princes keep gold and mithril as symbols of their authority. The Dungeon Master therefore requires a broad understanding of the metals encountered in the Forgotten Realms setting. Their appearances, physical qualities, sources, availability, value, uses, and magical aspects are all important to the campaign. Especially important are the weights, sizes, and modifiers to game mechanics possessed by coins and other items used in the game. Many adventures, and entire campaigns, can be run adequately under the assumption that all is steel, and any other metals are merely commodities, only of concern to NPC miners and merchants. But when adding color and depth to a campaign, one sooner or later becomes curious about the minerals used for weapons, armor, magic items, potions, religious artifacts, and even cookware. This reference work is intended first for the DM; most player characters will never learn any more than a fraction of the information below. Metals like iron and copper may be commonly understood, and certain PCs will have proficiency in applicable skills such as mining, smithing, or armorer. But few inhabitants of the Realms will know all that lies herein. This information is here for the DM to pass along to the players at his or her own discretion. One may notice that Cormyr receives specific attention in the text - this article was originally discovered as a book penned by a sage of Suzail's Royal Court. This article covers all mundane metals, (common metals, steels, rare and precious metals) that could reasonably be found in Faerun given its high fantasy, late renaissance tech level, plus a few more. It also covers exotic and fantastic metals familiar to the Forgotten Realms setting. All of the mundane metals are described according to real-world metallurgy, and the given sources, methods, properties, and uses are all derived from real historical examples from both scientific and alchemicial references. The exotic and magical metals exist only in works of fiction, or whose real-world nature has been aggrandized. Combat and trade statistics for all metals are given at the end. -Common Metals- LEAD This softest of metals is grey and lusterless, shining only where recently cut. Lead ore is commonly found throughout Faerun in combination with zinc and iron ores, and in Cormyr is mined throughout the Storm Horns. Soft, ductile, malleable, and very heavy, pure lead has only a few common uses, all light-duty: plumbing (in cultures ignorant of its poisonous nature), ballast, foil, and Jeweler's Tin (i.e., solder). Lead is often alloyed with other metals to soften them or reduce their melting points. Ingested or absorbed lead is a slow poison, causing madness, feeblemindedness, frailty, consumption, and in very high doses, death. A 20 lb. billet of lead is typically valued at one or two gold pieces, depending on the buyer's proximity to a source of ore. In combat, it is good for little other than sling projectiles, although siege defenders have been known to pour molten lead on attackers below. Gondsmen have begun to favor the use of lead projectiles in smoke powder weapons for their weight and economy. The mystical uses of lead are few. It stubbornly resists enchantment [-15% to all item creation rolls]. If stored with organic spell components for more than a few hours there is a chance [1 or 2 on a d6] it will neutralize the organic components, making them useless for spellcasting or alchemy. Its only useful quality is as a shield from scrying, teleportation, and divination magics. Even a few layers of lead foil can protect a wearer from ESP and other mental invasions and can shield against detection spells. Thicker lead plating thwarts even the most powerful scrying and teleportation effects and creates a barrier extending into the border ethereal. These properties make lead a popular additive to masonry in palaces, mage towers, tombs, vaults, thieves' guild houses, meeting halls, and conspirators' dens. For this single utility, lead is favored by Leira, Mask, Oghma, Shar, and Waukeen. Needless to mention, Gond favors lead equally among the other metals. COPPER This red metal is bright and lustrous when freshly tooled or minted and will accept a deep polish, oxidizing slowly to a dull brown smut, or corroding to a green verdigris in humid or polluted environs. It is not especially hard nor brittle, though it is about as heavy as iron and much more corrosion-resistant. Copper is one of the easiest metals to refine. It is found in all parts of the Realms; most settlements and all large cities have access to copper ore. Hillsmarch is Cormyr's largest producer of copper, although mines in Espar also produce the ore. A 20-lb billet of copper is typically traded for 8 to 12 gp, depending on its purity and the distance to the source. Copper is closely related to gold and silver, and these nobler metals are almost always alloyed with a little copper (about 1 part in 20) for durability and, in the case of silver, stainproofing. It is also the principal component of brass and bronze, when alloyed with zinc or tin, respectively. Pure copper (alloyed with less than 1 part in 20 zinc) is also used for coinage, plumbing and tubing, jewelry and ornamentation, roofing, screening, wire, tanning, and spellcraft. Metaphysically, copper is associated with blood and lust. (Volothamp Geddarm reports that copper is a magical purifier, but does not give his sources. His report is the first such known to this sage. More confounding is the widely known fact that purity is the primary aspect of silver, so one is left to suspect that the wandering bard's notes were in error.) Weapons made from copper alloys, tempered and quenched in the blood of a chosen creature, can be highly enchanted and yield great puissance against that species or race [up to +4 to hit and damage vs. any creature of that race or species, combined with any penalties of the alloy]. Copper alloys offer no resistance or affinity to other enchantments, but when used to make weapons, must be given more powerful enchantments to counteract the alloys' relative softness. Philters of love often include tinctures or salts of copper. In Cormyr, love charms and betrothal gifts incorporate pure copper as a tasteful invitation or memento to physical intimacy between the giver and recipient. Prostitutes, dilettantes, Lliirans and Sunites wear copper bangles, circlets, and phylactrys as symbols of solicitous passion. Thus, copper is favored by Lliira, Sune, and (primarily due to its color) Lathander. Its bloody aspect endears it to Malar, Loviatar, and Tempus. TIN Tin is derived from tinstone, found on the northern Sword Coast, Desertsmouth Mountains, Amn, Tethyr, Far Hills, Moonsea North, the Vast, and in the Thunder Peaks south of Tilverton. It is a very common metal, occasionally used for coinage of small denominations. Its weight and appearance is similar to silver, but tin's finish is whiter, and it is much softer. A 20-lb billet of pure tin trades for about 3 gold pieces in the Heartlands. It is easily worked, and very malleable, but is subject to 'tin rot' in winter climes, slowly disintegrating into a grey powder. Thus it is often alloyed with small quantities of zinc, lead and copper to form pewter when needed for tools, weatherproofing, utensils, or ornamentation. Tin sometimes is used as roofing material, or in place of zinc to plate iron and steel for corrosion protection. It is commonly hammered into thin foil sheets for use as packaging, mirroring, or ornamentation. Tin's only magical aspect is one of luck; figurines or charms of tin are often given minor (cosmetic) enchantments and sold as talismans of good fortune in gambling, trade, and sport. True luck enchantments are much more rare, though tin does have an affinity for these dweomers (+5% to item creation rolls). For these reasons, the powers who hold tin in special favor are Tymora and Gond. ZINC A lustrous bluish-white metal, zinc is an uncommon ore, seldom found far from lead or copper deposits. Small amounts of zinc have been found in Cormyr's Gnoll Peaks, north of Hillmarch. Other known lodes of zinc exist on the northern Sword Coast and in the Vast. Cold metallic zinc is brittle and crystalline, but when heated gently in a forge, it becomes easily workable. Too brittle to serve as coinage in pure form, it often sees use as a plating or alloy for coins and other objects. A 20-lb billet of pure zinc is valued at 7 or 8 gp in the Heartlands, and more in metal-poor regions. Brass and pewter are the most common zinc alloys, and red-hot iron or steel pieces are often drenched or dunked in molten zinc. The resulting zinc plate protects the iron or steel underneath from rust, even when scratched or abraded. Zinc-plated iron is often used for roofing, gutters, nails, windowframes, carriagework, shipbuilding, and in any other application where the strength of iron is needed yet unprotected iron would rust. Zinc is not commonly found in pure form. Most citizens encounter elemental Zinc only when it is used as a protective plating, and therefore its magical aspects are few, and are generally restricted to protection and preservation spells. Halruaan and Calimshani alchemists have successfully enticed zinc to release electrical energy in combination with other metals, but the specific technique is a tightly guarded secret, unknown in the Heartlands. No Powers are known to hold zinc in special favor, although perhaps Helm would recognize its protective aspect. Gond, of course, holds all metals in his favor. IRON Perhaps the most familiar metal, iron is grey-white to blue-grey or charcoal grey in color, depending on how it has cooled. It is the most common metal mined in the Realms, and its ore can be found in or near every range of rugged mountains, as well as among some weathered peaks. Cormyr's main strategic sources of iron are mines northwest of Espar and isolated sources in the Thunder Peaks. Deep Gnomes purportedly have access to veins of metallic iron, and nickel-iron alloy, but none have ever been encountered on the surface, except for the rare occurance of meteoric iron. Once used as coin, the growing ubiquity of iron depressed its value such that the cost of minting it exceeded its denominal value. A 20-lb billet of cast iron seldom sells for more than 1 gold piece in most areas of Faerun, except the most backwater regions. Iron is somewhat harder than copper, easily tooled, and fairly malleable when cooled slowly (annealed), but when water-quenched (tempered) it grows much stronger, if somewhat brittle. Lighter than copper, it melts at a much higher temperature than any other common metal, and thus is only molten to cast into complex shapes or to make alloys such as steel. When heated red, iron becomes very malleable and somewhat ductile, and it is most often worked in this state. Pure iron corrodes very rapidly, and must be cleaned and oiled daily in all but the driest climates. In annealed form it is commonly employed as cookware, structural reinforcement, carriageworks, fences, gratings, and a whole host of general-purpose uses. Tempered iron is occasionally used for weapons, armor, tools, nails, horseshoes, and other tasks requiring high strength or a keen edge - but steel suits these tasks much better. Not surprisingly, iron sees wide use in the mystical arts. Many spells and potions involving force, strength, puissance, and magnetism employ iron or iron compounds as a component. Alchemists value iron for its dominant nature, for iron keeps its properties over those of most other elements when mixed or dissolved. Some claim that this effect is due to iron's intrinsic impurity, but enchanters and transmuters favor iron for its affinity to potent dwoemers and alterations. Iron is a bane to faeriekind much like silver is a bane to lycanthropes; all weapons of iron are +1 to hit and +1 to damage against any kind of faerie. Faeries simply touching iron take one point of damage. Druids value iron pots, which add +1 to any enchantments and potions prepared within them. For these reasons, iron has become endeared to Auril, Azuth, Mystra, Sylvanus, Gond, Tempus, Helm, and Tymora. Priests of Myrkul occasionally sacrificed iron icons by rust to symbolize his aspect of corruption. -Steels- The addition of carbon to iron makes it much stronger, more resilient, and able to hold a much keener edge. Steel is the basis of all of Faerun's armies, and to the adventurer or brigand, a steel blade is sometimes his only friend and ally. It is uncertain which race first discovered the secret of steel, though all races claim the honor. What can be certain however, is that the first race to invent it did not share its secret with the others. Steel is a generic term for any alloy of iron and carbon. First any impurities are removed from the iron by melting it in a crucible and skimming the slag which floats to the surface then adding charcoal or graphite and skimming again. This method is commonly called crucible steel. Once a clean mix is achieved, other metals may then added to the melt to produce specialty steels. The mixture is cast into sand or fired-clay molds, or allowed to cool slowly and evenly to a thick consistency and then poured out onto a stone or ceramic work surface. The item is then further worked or tooled and then usually tempered by quenching in water. The tempered item can then be sharpened, engraved and otherwise finished. The earliest simple steel blades and castings were made by packing an iron object in charcoal and then firing it a closed furnace. Named cementation by Dwarves or case-hardening by humans, this process causes the surface of the iron to absorb carbon and become steeled. The red-hot case-hardened item is then removed and tempered by quenching in water, then sharpened or otherwise finished. Neither crucible alloying nor cementation is easy work, and blacksmiths spend their entire lives perfecting their steelmaking methods, with varying success. Since steelmaking methods vary so widely, its trade value is not standardized. Case-hardened steel is seldom traded in modern Faerun; crucible steels are now common, traded at 2 gp per 20-lb billet in the heartlands, and 50 gp or more in undeveloped areas. The addition of carbon also nullifies the iron's magical properties with respect to faeriekind and druids. However, a steel blade accepts enchantments as easily as iron does, and does so starting with superlative mundane properties compared to all other non-fantasy metals. The addition of small amounts of rare, exotic, or magical metals can turn ordinary steel into an item that seems enchanted to the layperson. To many wizards, especially Humans, weapons and armors made from these steels are the best candidates for enchantment, for they offer the least risk of failure to the wizard, and produce maximum results. Specialty steels must be used if one wishes to create a very powerful enchantment [greater than +2] or to make an intelligent blade. The specific formulas for these alloys are among the most guarded and envied secrets in all of Faerun. And of course, objects created using these steels are not inexpensive. For the most part, Steel is endeared to the same Powers as iron. Some specialty steels, however, were inspired by specific Powers, and thus the (usually demihuman) cultures holding these formulas devote the metal to that god. For example, Smoothhands gave to Gnomes the secret of Gnomesteel, therefore it is held in high regard by him and his faithful. Some specific steels are described below. Common carbon steel, or Swordsteel, forms the basis for the unmodified combat statistics in AD&D 2nd Edition. Other steels, regarded as specialty steels, should be assigned the same statistics as swordsteel, except where specifically noted. Generally, weapons fashioned from specialty steels must be acquired as a gift, treasure, or else specifically commissioned from a master weaponsmith. Such weapons are seldom traded as commodities, except as noted. SWORDSTEEL Known as swordsteel to human smiths, the principal formula for tempered steel used in common blades and other weapons is generally as given above. However, the methods for fashioning and tempering the blade vary widely, as does the quality of the resulting weapons. The earliest swordsteels were created by cementation, which produced a very hard edge and left the bulk of the sword as relatively flexible iron. However, these weapons were generally heavy and thick-bladed. Short swords, broadswords, axes, and two-handed swords are usually crafted by this method, long relied upon by human smiths. Most cultures eventually developed various methods for layering and welding together different steels of varying hardness (i.e. carbon content) to produce thin, supple blades with hard, keen edges. Skill at this method is required to produce quality longswords, scimitars, katanas, greataxes, and other long, broad, or thin blades. Elven smiths are generally acknowledged as the first to perfect this form, though dwarven smiths emphatically dispute this claim, and there are a number of very ancient dwarven and elven weapons lending credence to both claims. As with any alloy made widely by smiths of variable skill, the quality of swordsteel varies. All apprentice weaponsmiths and armorers must be able to create an acceptable swordsteel in order to achieve journeyman status. Therefore one seldom need worry about purchasing or commissioning an inferior blade. But mastery of the craft requires that a weaponsmith or armorer create a quality item, one that is intrinsically better than its peers. Some rare master smiths developed methods for folding and hammering layered steel many times, like taffy, to produce blades of exceptional beauty, strength, and sharpness. These items behave almost as if they were enchanted, and cost many times the price of normal steel items. [These are exceptional weapons, as described in the DMG. They possess a +1 either to hit or to damage due to quality construction, or, for armor and other items, a +1 to item saving throws vs. crushing blow.] BRIGHTSTEEL This is the name given to any steel hardened and brightened by the addition of chromium to the alloy. Chromium is a difficult metal to refine and work with, therefore only the most masterful weaponsmiths can reliably produce brightsteel. In small quantities (1 part chromium to 8 parts steel) chromium adds hardness to the steel, as well as corrosion resistance, though it can be brittle if not tempered correctly. The addition of traces of other materials, including manganese or nickel, to produce superior brightsteel is a master art form. The best brightsteels retain their flexibility, hold a mirrorlike polish, and resist rusting and corrosion as if enchanted. For these reasons, Brightsteel is employed as links in quality chain mail, or for the blades of the very best human swords, and for plate armor. Due to its polish, it sees wide use in the ceremonial plate armor of royalty and nobility. Some sublime examples of brightsteel are found among the dwarven greataxe blades of Illefarn. [Items employing brightsteel cost at least 300% of the listed price, and are only available from most skillful smiths and armorers. These items gain a +2 to saving throws against non-magical, non-monstrous sources of corrosion, rust, and acid.] GNOMISH STEEL Although this formula is not proprietary to Gnomish smiths, they are credited with its invention, popularized by the superior tools they fashion from it. The addition of nickel and manganese to steel produces a supple, springy alloy. It is said that the Deep Gnomes have access to natural veins of this steel. When casehardened and properly tempered, Gnomish Steel makes the best precision tools, saws, and lockpicks, and is supple enough to use for crossbows and even ballistae. This steel is well-suited for the making of superior plate armor, producing a durable and resilient plate that can block the most powerful blows without cracking and shattering. [Items made from Gnomish Steel cost 500% of normal cost, weigh 10% less than ordinary items, and gain +2 to saving throws against crushing blows and other impacts.] SILVERED STEEL (Solbar) Solbar is an alloy of silver and steel uncommonly produced in the Shining Sea region of southwestern Faerun. It is characterized by its dull-bluish shine that never tarnishes, and is therefore often mistaken for mithril. Aside from its color and stainproof properties, it is otherwise identical to swordsteel, though it costs twice as much (unless it is sold as mithril, then it is priced exorbitantly), and trades for even more in the Heartlands. DURASTEEL Little is known among humans regarding the constituents of this Dwarven steel, but due to its name, we can logically assume it contains Durang (see entry below). This steel is slightly lighter than other steels, but very hard, and resistant to fire. Dwarven smiths place high value on tools made from Durasteel; it makes ideal hammers and chisels - not to mention mauls and axes. Durasteel is especially difficult to find, only master Dwarven smiths know its secrets. However, some items have been seen on the black market for 5 to 50 times of the cost of an ordinary steel item, or more. [Durasteel items gain +2 to all saves vs. normal or magical fire, weigh 25% less than ordinary items, and gain a +10% bonus to all magic item creation rolls]. ELVENSTEEL Though the dwarves have continually attempted to alloy steel and mithril with conflicting reports of success (see Adamantine), grey elves long ago achieved the pinnacle of steelmaking known as elvensteel. They are suspected of mixing steel, mithril, nickel, manganese, and chrome to make an alloy often confused for Adamantine. This art is believed to have become common elven practice well before the height of Myth Drannor, producing sublime examples of blades and chain mail that survive in perfect condition to this day. The elves jealously guard their formula and the items fashioned from it, which are often enchanted. None of the other races have succeeded at duplicating elvensteel. Elven chain is legendary for its superior protection, light weight, suppleness, beauty, enchantability, and ease of wear. Only elves (and the rare elf-friend) are given longswords or mail shirts of elvensteel - it cannot be purchased. If stolen or captured, surviving elves will hunt down the bearer of elvensteel to reclaim the item, using any necessary and practical means of persuasion. [Elven chain protects as AC 5, weighs 20 lbs, but does not encumber the wearer. Longswords of elvensteel start with a nonmagical bonus to hit and damage of +1, a bonus to weapon speed of -2, and weigh 50% less than ordinary items. Both may be further enchanted with a +15% to all magic item creation rolls, and gain an additional +1 to all item saving throws on top of any enchantment bonus.] -Common Alloys- BRASS Brass is an alloy of Copper and Zinc, originally made by the simultaneous reduction of copper and zinc ores. Contemporary smiths make their own brass to control the properties of the alloy, or purchase billets of the alloy according to specification. In general, any copper alloy containing more than 1 part in 10 of zinc qualifies as brass. A 20-lb billet of brass is typically traded for 10 to 20 gold pieces, depending on the quality of the alloy and its constituent proportions. Typically, brass contains 3 to 5 parts zinc in each 10 parts of the alloy. The properties of brass vary with the proportion of copper and zinc, and some brasses include other metals, such as Naval Brass, which includes small amounts of Tin (about 1 part in 20) to provide corrosion resistance. Brasses containing more than 4 parts in 10 zinc are the strongest, but are difficult to work cold, and are commonly cast into ornamentation, flatware and cookware, jewelry and artwork, or finishing pieces for carriages, ships, and other heavy equipment. This brass is yellowish in color, oxidizing to a pleasant yellow/brown. Brasses containing less than 4 parts in 10 zinc are more easily tooled and worked, but are less common, except among Gondsmen and Gnomish tinkers. This brass, also commonly chosen for horns and trumpets, is softer and appears more red or brown, reflecting its higher proportion of copper. The magical aspects of brass are few; mages may encounter brass objects as spell components, but often it is the form or function of the component, not the brass, which links the caster to the weave. Brass items take enchantment like copper, and are a bit more rugged. Waukeen, Milil, Gond, and Smoothhands admire the properties of brass. BRONZE Bronze is the alloy of copper and tin, and is harder and more corrosion resistant than either. The addition of phosphorus or manganese improves these properties. In fact, bronze is harder than pure iron, and accepts a mirror polish more readily than will swordsteel. Prior to the invention of steel, the substitution of iron for bronze in tools and weapons was usually the result of iron's local abundance compared to copper and tin, rather than any inherent advantages of iron (unless, of course, one was a druid or a faerie-hunter). This alloy is venerably old, and its origin is a curiosity to modern sages who study metallurgy. All bronze is made according to formula by the mixture of pure metals and trace ingredients. Bronze billets are occasionally traded, selling for 10 to 15 gp per 20 lb billet. The specific proportions of copper and tin vary according to the intended use of the alloy. This flexibility makes bronze an important industrial metal in Cormyr. Bronzes range from a gold tint to a muted red when freshly polished, oxidizing to an aesthetic reddish-brown over time. Bronzes made of 1 part tin to 3 or 4 parts copper is known as Bell Metal, and is characterized by the sonorous quality of bells cast from it. Statuary bronze, technically a brass, contains less than 1 part tin to 9 parts copper and variable amounts of zinc and lead. Bronze weapons and armor are typically 1 part tin to 7 or 8 parts copper. Bronzes containing slightly more tin see use as structural material, adornment, holy symbols, casks and coffers, as well as wire, tubing, and sheeting. The primary mystical property of bronze is related to its earliest use: that of weaponry. Bronze has been associated with warfare for so long that form is no longer necessary to imply function when used as a spell component. Tempus, Torm, Tyr, and Tymora all acknowledge this symbolism as well. Statuary bronze has also been known to be used in the creation of golems and enchanted clockwork artifacts. Bronze items take enchantments with no penalty, though mundane bronze weapons and armor are inferior to mundane steel. Lathander values bronze gongs and other ornaments, for both in color and shape they resemble his symbol. Milil is endeared to bronze for its resonant tones, and Gond, of course, is bronze's biggest champion among the Powers. JEWELERS' TIN (solder) One obscure alloy is worth mention here, due to its unusual properties. The alloy of silver, tin, lead, and mercury - known as Jewelers' Tin - is unusually soft. It possesses a very low melting point, achievable with the hottest flame from an oil lamp. When freshly polished lead, copper, silver, gold, or iron is heated with such a lamp, and wetted with a mild acid (such as juice of a lemon), molten Jeweler's Tin will flow freely across the heated metal, and can be used to join pieces of the metals - even dissimilar metals. This property makes Jewelers' Tin popular with armorers, plumbers, Gondsmen, and naturally, Jewelers. Gold can be used in place of silver to provide the alloy with color. The mercury component inflates the price of this alloy to approximately 25 gp per pound (typically sold in 1/2 lb spools of drawn wire), but fortunately very little is needed to make a reliable joining. PEWTER Another common alloy, pewter, is composed of mostly tin, plus copper and/or zinc in variable proportions for malleability and appearance. It is bluish white in appearance, and may be burnished to a crisp, bright finish, or polished to a more natural satin sheen. It resists tarnish, and retains its finish indefinitely. A typical proportion of components in pewter are 20 parts tin, 1 part copper, and 1 part zinc. Six parts lead may be substituted for the copper and zinc to make an alternate form of pewter, but this alloy slowly oxidizes to a black color, and thus is named "black pewter." Pewter sees wide use in utility ware and ornamentation, tableware, or any light-duty role where an inert, corrosion proof metal is needed but precious metals are unaffordable. Most pewter items are first cast, and then worked and tooled. Pewter does not become brittle when worked, and thus does not require annealing. A 20-lb billet of pewter sells for 5 to 7 gold pieces in the Heartlands. -Rare Metals- MERCURY This silvery liquid metal is derived principally from the mineral cinnabar; pure mercury can occasionally be found weeping directly from rich cinnabar deposits. Also known as quicksilver, it is dense, shiny, capricious, and does not solidify except on the very coldest winter days of the Far North or when subjected to /chill metal/. Mercury is a slow poison causing madness, bleeding teeth, palsy, indigestion, and deafness. Those who frequently handle it, such as tanners, hatters, and alchemists, are not uncommonly cursed with siring abominations, usually stillborn. Relatively rare, mercury is widely traded and is a form of portable wealth popular among some Waterdhavian trading costers. A typical trade vial of mercury weighs half a pound, fills a liquid volume the size of a lady's thumb, and trades for up to 50 gp, depending on proximity to its source. Cinnabar is only found in quantity among the mineral rich peaks of the northern Sword Coast and in the hills west of Tethyr, though it has been reported on the eastern slopes of the Far Hills. Mercury is primarily useful as an alloy with gold, silver, copper, or tin (known as an amalgam), softening them for use as dental work, solder, decoration, or to reduce their melting point. Curiously, mercury will not alloy with iron or platinum. Decadent kings and merchant lords have been known to commission large, expensive pools of mercury. When covered in furs and quilts, these serve as luxuriously comfortable beds. Pure mercury sees most of its uses in the mystic arts, as a spell component and in alchemy. It aspect is one of change and chaos, and is thus often found in potions and items which involve shapechanging, teleportation, rapidity, fluidity, or effects that tap into pure randomness. Many wizards use mercury to aid "awakening" the metals they use in magic item creation. To alchemists, mercury is one of the three alchemical essentials (sulfur and salt being the other two), representing the essence of the spirit. It is said that without mercury no alchemical work can begin or be brought to its perfect end. Generally this statement is thought to concern only the works in the mineral domain. However, organic potions and tinctures are often awakened by the action of minute droplets of mercury in the mix. This mercury, by merging with the potion, is rendered harmless, or as a catalyst can be removed after successful preparation. Mercury's symbolism is acknowledged by most chaotic gods, especially those whose aspects include swiftness, action, trickery, and vitality of spirit. NICKEL Nickel is a hard, malleable, and ductile metal. It has a silvery white appearance, and it can be polished to a lustrous finish. Pure nickel is classified as rare, known to be mined only by deep gnomes (Svirfnebli) of the Underhome. The only other source of nickel is nickel ore, or niccolite, an uncommon copper-colored mineral occasionally found accompanying copper ores. Quality ore deposits are mined in the Gnoll Peaks, the Vast, Vaasa, and of course, the mineral rich northern Sword Coast. The only commonly known refining process for nickel requires the mixture of the nickel ore with copper ore, and refining like copper ore, to produce a nickel/copper alloy (equal parts of each) and a highly poisonous residue [white arsenic]. This alloy is sometimes used in coinage. A 20 lb billet of high-quality nickel/copper trades for 20 gp in primary markets such as Tilverton, Marsember, Tantras and Waterdeep, or as much as 200 gp in remote markets. An alchemist who can discover how to refine nickel ore into pure nickel stands to make a fortune: pure nickel billets, when available, can trade for 100 gp or more (usually much more). Currently, it is only traded on the surface by the Gold Dwarves of Underhome. Under normal environmental conditions, nickel does not corrode. This property partially extends to most of its alloys, as does its malleability and ductility. Thus, nickel steels are often used as plate mail and armor plating for war machines, reinforced gates, or for tooling and machinery. Nickel-plated steel sometimes sees use in blades, especially epees and stilettos, but it is unable to hold a razor edge. Special care must be given to these items, for if it is scratched or pitted, the exposed steel rusts much more rapidly than untreated steel. Pure nickel is too obscure a metal to have yet seen much application in the mystic arts. Several mages have reported success, however, in using pure nickel in spells and magic items relating to preservation and abjuration. Its most common use is when alloyed with iron or steel, and meteoric iron (see below) is the most powerful of these. Such steel is often used in the creation of wands, staves, and magical weapons and armor. Gond, Lathander, Moradin, and a handful of demihuman Powers patronizing protection or mining recognize the mystical aspects of nickel. CHROMIUM Chromium is a lustrous, malleable metal, silver-white with a bluish tinge. It accepts a mirrorlike polish rivaling the finest of silvers. Slightly lighter than iron, it is very hard and brittle, but does not corrode or tarnish. The chief ore is chromite which, when fired with carbon, produces pyrochrome: a chomimum/iron alloy used directly in steelmaking. Surface chromite deposits are rare, found only in Vaasa, Halruaa, Calimshan, and Kara-Tur; the dwarven clans of Wildstar, Citadel Adbar, Far Hills, and Underhome also refine pyrochrome to make brightsteel. Locally, Easting is the main source of chrome, in the form of dwarven pyrochrome. Trade bars of pyrochrome are typically 5 pounds due to the ore's rarity, and go for 10 to 50 gp. One of these bars alloyed with one billet of steel approximates the proper ratio for brightsteel. Added liberally to steel, pyrochrome creates a strong, springy blade that holds a sharp edge, resists shattering, and takes a high polish. This steel is also suitable for marine use, resisting salt corrosion, and for highly polished plate armor favored by paladins and nobility. Pure chromium is much too brittle for use as a weapon or armor, and is prohibitively expensive - especially given its unsuitable qualities. However, Halruaan and Dwarven metallurgists possess the secret to coating steel or other metals with pure chromium using electricity. These objects mysteriously become fused with a thin, even coat of pure chrome, accepting the metal's luxuriously high polish. Chromium sees few, if any uses in the mystical arts, although superior weapons and armor are often made of brightsteel for enchantment. This steel accepts enchantment no differently than swordsteel. Of the Faerunian pantheon, only Gond even seems aware of chromium. However, several demihuman Powers acknowledge the values of chromium, especially Moradin and Smoothhands. MAGNESIUM Calimshani wizards discovered ages ago that seawater, when subjected to magical lightning, yields tiny amounts of this very reactive metal that, once ignited, burns with magical fury both in air and under water. It is soft, very lightweight, and shiny gray, similar in appearance to lead, but brighter. Although anyone with the means to discharge lightning through seawater can make magnesium, only Calimshan and the Gondian House of Wonders in Waterdeep have industries devoted to its refinement and export. Typical magnesium trade bars weigh only 1 pound, but the metal is so light that these bars are almost as large as a 10 pound gold ingot. In the heartlands, these magnesium bars are sold at Temples of Gond for an extravagant 400 gold pieces each. Magnesium is often used in small proportions to zinc, steel, or halrulite to aid their workability, relaxing the other metal so that it is less brittle, without sacrificing its hardness or strength. The most well-known use for magnesium is as a fuel for flares, pyrotechnic displays, and as an elemental spell component, especially in the South. Made into ribbon, powder, or shavings, magnesium is highly flammable, burning rapidly with a fierce white light and intense heat. Water will not extinguish its flames - in fact, it burns more furiously when doused! It is rumored to be part of the Gondian secret recipe for smoke powder. Gond and Gondsmen are especially tickled with magnesium, as are gods embracing the elemental spheres of fire and earth. MANGANESE Gnomes are credited with first recognizing the potential of pyrolusite, a common mineral often mistaken for iron ore. Although useless when refined like iron ore, when fired with charcoal it produces small amounts of manganese. Greyish and amenable to a polish, pure manganese is similar to iron but harder, slightly lighter, and more brittle. Pyrolusite is mined in the iron-bearing regions of the Thunder Peaks, Vilhon Reach, Sword Coast North, the Vast, and near Tethyr. It is added to steel and bronze for ductility, workability, impact resistance and strength. Added 3 parts to every 20 of steel, it makes a very tough, impact-resistant alloy. This steel is tough enough to be used for naval armor and is becoming popular for plowshares. Gnomish steel uses nickel and manganese to make superior tools and thin-bladed weapons. Small amounts of manganese are added to bronze alloys used in crafting weapons and armor, making them stiffer and tougher. Being such an obscure metal, it has no common magical uses, and only the Gnomish deity Smoothhands holds manganese in favor. HALRULITE (aluminum) Halrulite is a bright, silver-white metal that is extremely light and yet very strong. After cutting or tooling, halrulite quickly forms a flat grey tenacious oxide which is practically immune to further corrosion. Named after the only land in which it is found, this metal is reportedly extremely difficult to refine, and the specific techniques are a Halruaan state secret. It is known that a Halruaan wizard/alchemist first discovered this metal by subjecting the ocean-leached soils of the Chultan jungle to magical electricity. No other source of this amazing metal is known, and seldom do Halruaans make more than is necessary for their immediate needs. On the black markets of the Vilhon Reach, the Dragon Coast, and Sembia, 5-lb billets of halrulite occasionally surface, commanding 200 to 500 gold pieces each. Halrulite items (typically armor pieces, mechanical artifices, or vehicle frameworks) are slightly more common on the trade routes of the Sea of Fallen Stars, but trade for at least 20 times the cost of a similar steel item, often more. Pirates and sailors are especially fond of the amazingly lightweight Halrulite armor. Gondsmen envy this wondrous metal, regularly sending spies to investigate the sources and techniques of halrulite-making. They have learned much (at the cost of several lives), but they will reveal no details of the process. If pressed, they will express confidence that once they can discover a proper source of raw materials, they will soon begin making their own Halrulite. Other known facts: the pure metal is very brittle and difficult to work, even when heated; the addition of minute amounts of copper, manganese, pure chromium, and zinc produces Halrulite. One Gondsman accidentally discovered that halrulite shavings mixed with rust and ignited by burning magnesium will produce a flameless heat that is impossible to extinguish and so intense as to melt Durang and shatter ceramic crucibles! Halrulite is rigid, resilient, lightweight, and virtually immune to corrosion. This makes it ideal for construction and mechanical gadgets that must endure corrosive or moist environments, like those found in the Shining South. It apparently does not take enchantment well [-10% to item creation rolls], and seems to have few uses as spell components. It is sometimes found as armor, performing similarly to bronze in this role, but is almost never seen in bladed weapons, and it is too light to make an effective bashing weapon (see Tables II and III). Items fashioned from Halrulite are but one third the weight of items made from steel or iron. In the Heartlands and northern regions it is sometimes cut and tooled into jewelry and ornamentation, but immediate surface treatments must be applied to prevent oxidation and keep an attractive polish. Only Gond holds halrulite in holy favor, although the polished jewelry is popular among followers of Selune, Sehanine, and Eliastree. DURANG (titanium) First refined by the dwarves of Underhome, durang is a lustrous silver-white metal that is strong and lightweight; it is ductile when pure and malleable when heated. Although it seems similar to halrulite, it melts at a higher temperature than even iron, does not tarnish, and is much harder and stronger, making it suitable for weapons and armor. Also unlike halrulite, it alloys readily with iron to make Durasteel (see entry for durasteel). The source and craft of durang are zealously guarded secrets of the Dwarves who produce it, namely those of Wildstar, Mithril Hall, Citadel Adbar and Underhome. Durang never appears on any markets in raw form, however, the rare armor piece does appear from time to time on black markets of the Vilhon Reach and Skullport, at costs 50 to 100 times higher than ordinary steel pieces. Durasteel pieces are slightly less rare, but still command exorbitant prices. The dwarves rarely make weapons from durang, preferring the heft of durasteel, since durang is half the weight of steel. Occasionally, though, one will see a dwarf wielding durang throwing knives. Daggers, spears, and hand axes crafted from durang have also been encountered. Durang is most often seen in the form of lightweight dwarven armor, especially plate mail and greathelms. Durang is readily enchanted [+15% to all item creation rolls], and so most durang items carry at least a minor enchantment. [Durang items weigh 50% less than steel items, gain -2 to weapon speed, +1 to armor class, but suffer -2 to damage if used in a bludgeoning or chopping weapon. Durang saves at +3 to item saving throws vs. normal or magical fire.] Durang is surpassed in Moradin's favor only by adamant and mithril. Gond has tasked the House of Wonders in Waterdeep with learning the sources and techniques for crafting Durang, though they have had little success learning anything from the inscrutable dwarves. -Precious Metals- ELECTRUM Electrum refers to any natural or manmade alloy of silver and gold, usually appearing white-gold or brassy. In Cormyr, electrum is 7 parts gold and 2 parts silver by weight, weighing 17 times the water it displaces, according to King's Decree. From this alloy is minted the Electrum Blue Eye, officially 45 to the pound. Except as coin, electrum is not commonly traded due to the uncertainty encountered in the ratios between its components. Electrum is often found as a natural alloy of gold, silver, iron, and other metals. This natural alloy appears bluish, inspiring the Cormyrian coin's name, even though the alloy used no longer appears blue. Treat items fashioned from electrum as silver, for it is similarly unsuitable for weapons or armor. It sees occasional use in material components or magic items, but is considered an imperfect alloy by wizards and alchemists, exhibiting the worst properties of both gold and silver. Nonetheless, many gods favor electrum, most notably Waukeen, Lathander, and Tymora. SILVER Also known as Selune's Tears, or Moonmetal, silver is a lustrous white metal that will accept a mirrorlike polish. It is soft, malleable, very ductile, and it is the best known conductor of heat and lightning. Silver may be found in deposits of native metal, either pure or in electrum, or as an ore in combination with copper, lead, and zinc ores. Silver is widely distributed, but typically is found in small amounts compared to other metals. When exposed to the air, silver slowly tarnishes to a black, sooty film. This process can be retarded by keeping silver items enclosed in cases or cabinets away from drafts. Silver tarnish is accelerated where coal or brimstone is burned, and in regions of volcanic activity. One of the most popular coinage metals, silver coins are ubiquitous in the civilized regions of Faerun. The Cormyrian silver piece is the Falcon, minted 75 to the pound and weighing 10 times that of the water it displaces. Silver currency also occurs in ingots of variable denomination (see Table IV). Silver utilityware and tableware is a popular symbol of affluence among the noble and merchant classes, and the metal is adored by all people in the form of jewelry and ornamentation. For all of these applications, silversmiths usually choose an alloy of 1 part copper to 20 of silver, desiring its superior durability and polish. Silver powder is also used in the healing arts, used in salves as a inhibitor to disease and abscesses of the skin and mucous membranes. Excessive oral consumption of silver will cause the patient's skin to turn permanently blue. Sailors of the Sea of Fallen Stars place silver pieces in their water barrels to prevent algae and putrescence. Prized by elves as the perfect metal, and by dwarves as the blood of all alloys, silver's primary aspect is one of purity, and the ability to lend that purity. Both races use silver in weaponry, alloying it with steel to enhance its beauty and enchantability [+5% on item creation rolls], or plating steel weapons to make them effective against lycanthropes and other abominations. Wizardly and priestly enchanters of all colors prefer silver over all other metals to store charges and channel power from the weave. But silver is strongly attuned to goodness and purity, it does not readily tolerate evil enchantments, having a marked tendency to decay into iron should the evil continue to be forced into it [-10% cumulative penalty to successive enchantment rolls for evil or reversed spells; failure results in an unenchanted iron item]. The presence of blue sapphire will aid the metal in tolerating wickedness [successive penalty reduced to -5%]. Quite a few spells utilize the innate goodness of silver to strike out at evil, generally this does not harm the metal in the least. Other spells exploit silver's preeminence as a conductor of electricity and heat. Silver also symbolizes the moon, which is the source of its power against lycanthropes and other unnatural creatures bound to that celestial body. This aspect endears silver to Eliastree, Selune, Sehanine, Mielikki, Umberlee, and its widespread recognition as the metal of coinage places silver firmly in Waukeen's portfolio. GOLD Universally recognized as the symbol of wealth, gold is a soft, easily worked metal, appearing dull yellow. It is most often found in its native form, either in underground veins or as nuggets in alluvial deposits. Most dwarven holds are built upon rich deposits of gold. In fact, very few rich geological deposits of gold are not claimed by dwarvenkind. It is among the softest and heaviest of all metals, and by far the most malleable. A single ounce of gold can be beaten into a thin sheet more than 180 square feet large. It conducts heat and electricity well, but not as well as silver or copper. But among all of these wonders, the most remarkable property of gold is its inertness and stability. Gold does not react with most alchemical solvents, only aqua regia and universal solvent will dissolve gold. It is virtually immune to tarnish and corrosion, retaining its polish and color even after centuries resting on the ocean floor. Perhaps for this property, above all others, does gold elicit untempered greed in the hearts of men, dwarves, elves, and dragons alike. Commonly minted in high denominations, gold coins are the standard currency in the Heartlands and the larger fraction of Faerun's societies. The Cormyrian piece is the Gold Lion, minted 40 to the pound and weighing 19 times the water it displaces. Ingots, as per Table IV, are also minted as a trade and investment commodity by merchants and kings. Gold's next most common use is jewelry and ornamentation: necklaces, pendants, rings, phylactrys, torcs, chokers, piercings, bangles, brooches... the most common choice of material for all of these items is gold. Because pure gold is too soft to resist prolonged handling, jewelers usually alloy it with other metals to increase its hardness. Most gold used in jewelry is alloyed with silver, copper, and a little zinc to produce various shades of yellow gold or with nickel, copper, and zinc to produce the much less common white gold. Beaten thinner than paper or even hair, pure gold leaf is embossed onto leather, wood, plaster, silver and other metals for decorative illumination. Gold, alloyed with silver and mercury, has also long been used for fillings and other repairs to teeth. Even alloyed, gold is much too soft to serve as armor or weapons, except when intended merely for display. Gold's primary mystical aspects include inertia, stability, ostentation, fire, and resistance. Its ability to hold multiple, even conflicting enchantments make it one of the most versatile objects of dweomercraft. [Item creation rolls are made at +10%, and all penalties for multiple enchantments are halved.] Attempts to pervert gold magic items or twist a symbol made of gold to purposes opposed to what the symbol represents may induce a magical backlash. The most powerful amulets, rings, and bracers of protection are made of enchanted gold. Its aspects of sun, fire, and warmth are often invoked when using gold or gold dust as a spell component. Only gold is recognized by all Powers as having religious significance; Cyric, Gond, Helm, Mask, Mystra, Sune, Tymora, and Waukeen are especially pleased with gold artifice (or sacrifice) made in their names. PLATINUM A soft, silvery-white metal, slightly heavier than gold, platinum is the only metal known to sages that is more inert than gold, and is sometimes (mistakenly) referred to as "white gold." Even after being heated white hot in a forge, a polished platinum piece will retain its shine. It is somewhat harder than gold, though still malleable and ductile. Platinum is typically found in alluvial deposits of native metal. Most known veins of native metal near the surface have been nearly exhausted, and their locations are generally well-guarded secrets of state. Mithril Hall, the Gold Dwarves of Underhome, and Sverfineblin are rumored to operate active mines producing platinum-iron alloy. Despite its superior value and inertness, platinum still does not inspire greed as effectively as gold. Platinum is used principally as portable wealth and ostentation, in the form of currency, jewelry, artwork, and ornamentation. Cormyr's platinum piece, the Tricrown, is minted 36 to the pound, weighing 21 times the water it displaces. Trade bars of platinum are cast in Waterdeep, Sembia, Amn, Tethyr, and Calimshan under the charter of merchant organizations. The mystical aspects of platinum are similar to those of gold and silver. Platinum does not possess the purity of silver, nor the versatility of gold, but it is able to make spells permanent and supply never-ending magical potency when fashioning magical devices. Platinum is the sole mundane metal which is a better magical activator and supporter of spells than gold, though it does not have gold's tolerance for conflicting enchantments. [Mages enchanting items items made principally of platinum gain a +15% bonus to item creation rolls.] As a spell component, platinum's uses are few, but its symbolism of wealth, inertness, and permanence are powerful enough to provide access to the weave. -Exotic and Magical Metals- In general, none of these metals are available as commodities, with the possible exception of dwarven mithril jewelry. [Currency statistics are given for Mithril and Mithril/Silver alloy in Table IV for those campaigns where Mithril is less obscure.] It is certain that weapons and armor crafted from these metals are never sold, and if captured, will be recovered at tremendous expense. The material here is included as a reference for the miner, smith and sage, not a treatise on magic item creation. Emphasis has been placed on the exotic metals that occur naturally on Toril. Therefore, not all of the magical and exotic metals that can be encountered in a Forgotten Realms campaign are listed here. In all the worlds and planes, dozens of magical metals have been found. See the References section for sources of more information on exotic metals. MITHRIL Perhaps the best known of all the magical metals, mithril has a shiny blue-white surface that never tarnishes. It is very light, half the weight of steel, but is as hard and supple as the best swordsteel. Named "truemetal" by the dwarves, it is the most frequently sought-after metal by both elves and dwarves, who warily control all its sources in Faerun. Elves hoard mithril and do not trade it, using it instead to craft magic items, elven steel and elven chain. Dwarves may trade mithril, but only in the form of unenchanted jewelry, and then only at exorbitant exchange rates. Both races keep the mithril sources and mithrilworking lore closely guarded. For these reasons, few humans encounter mithril, and very little is known of its sources, except that it occurs in veins of native metal, and active mines exist in Mithril Hall and Underhome. The cloud giants of Vilhon Reach, who mint giantcoin of mithril and the mithril alloy adamantine, must also have a rich source of mithril. Mithril is primarily used to make weapons and armor, especially axes, longswords and chain armor. Since it may be made to accept the greatest of enchantments [up to +5], mithril items are among the most powerful magic weapons and armor produced in Faerun. Only dwarven and elven master smiths know how to refine and work mithril. These items are half the weight of steel items, and may strike creatures normally only affected by enchanted weapons. Mithril armor unpredictably protects against magical effects. [Mithril items gain a +2 to most item saving throws, except for fall and crushing blow, to which they gain a +6; they automatically save vs. normal fire, cold, and electricity. On half of the occasions when a wearer is subjected to a magical attack, mithril armor will either give the wearer a +1 to his saving throw, or -1 per die of damage, whichever is more beneficial.] When used to create magic items, mithril resembles silver is many respects, though it is not averse to evil enchantments. Wizards enchanting mithril items receive a +20% bonus to their magic item creation rolls. As a spell component, mithril represents the weave itself, and thus can be used as a material component to metamagic spells. All powers treasure mithril, and most regard it above any other naturally occurring metal. Azuth, Mystra, Selune, and all of the Dwarven, Elven and Gnomish gods have a particular affinity for mithril. ADAMANT This is an extremely rare metal, occurring naturally as the mineral ore adamantite, found only deep underground within pockets of hardened volcanic flows. It is a greenish black metal, extremely hard, precariously brittle, and difficult to polish. Very little is known of this mineral; only dwarves and duergar know of its sources and processing, and they preserve this secret more jealously than any other. Its only known uses are the manufacture of the alloy adamantine, and to produce tools used to scribe mithril, adamantine, durang, and steel. ADAMANTINE This enigmatic metal is reported to be an alloy of various combinations of adamant, mithril, silver, electrum, and steel, but no account includes all five. This sage believes the confusion over the composition is an deliberate prevarication by the dwarves, who possess the only knowledge of how to create and work this alloy. It appears as a black-colored metal with a soft green sheen, and does not tarnish under any circumstances. If polished brightly, a rainbow aura surrounds light reflected from its surface. Adamantine weighs three-fourths that of steel. The most singularly powerful dwarven weapons are crafted from adamantine. Dwarves typically take advantage of the hardness of adamantine to create hammers and plate mail, though examples of maces, axes, chain armor and shields have also been seen. Adamantine items possess the hardness of adamant, the resilience of steel, and the ruggedness and enchantability of mithril. [Adamantine items make item saving throws with a bonus of +4 vs. acid, crushing blow, disintegration, fall, and lightning, and +6 vs. magical fire; saves vs. normal fire, cold and electricity are automatic. Unenchanted adamantine weapons gain a +1 bonus to hit, and armors gain a -1 AC bonus. Adamantine items may accept enchantments up to +5, and give a +10% bonus to item creation rolls.] Only the dwarven pantheon has developed an appreciation for adamant and adamantine, with Moradin being particularly fond of adamantine weapons and armor. STARMETAL (Meteoric Iron) This naturally-occurring alloy is only found within meteors fallen to the surface of Toril from the Heavens. Most cultures regard it as a gift from the gods, and it indeed has seemingly mystical properties. Alchemists have determined that it is an alloy of iron, nickel, and one other unidentifiable substance [cobalt]. It appears as a dull grey version of normal iron, difficult to polish and never achieving much of a shine. However, it is immune to corrosion and never rusts. Weapons and armor made of starmetal are slightly heavier than steel, but are otherwise comparable to elven steel. [Weapons gain a +1 bonus to hit, +1 to damage, a +1 weapon speed penalty, and affect creatures who may only be struck by +1 weapons; armor receives a -1 AC bonus. All item saving throws are made at +1, except for acid, to which they are immune.] Starmetal is so rare that it has no particular mystical symbolism, however for the same reason a gift or sacrifice of a starmetal item will impress nearly any Power. -Metals In Combat- Most metals are not suitable for use as weapons and armor; only magic metals and the strongest, most durable steels are widely crafted into instruments of war. Bronze and iron see wide use in more primitive cultures, but are inferior to contemporary weapons. Gold, silver and platinum see occasional use as decorative or ceremonial items, but are seldom intended for regular use in combat. Tin, pewter, lead, and other less valuable metals never see use as weapons or armor except perhaps as decoys or theatrical props. In the Forgotten Realms, however, mages, sages and alchemists regularly employ the native aspects of metals to achieve desired effects. These effects sometimes require that an enchanted item, sacrifice, or material component take the shape of a piece of armor or a weapon. Other enchanters may wish to create an item serving a specific function or opposing a specific foe, choosing a metal or alloy for its magical aspect, not its combat efficacy. In such cases, it is very useful to know exactly what material deficits must be overcome by enchantment and dwoemercraft in order to make the item usefully durable. The metals described above are divided into five types, according to hardness and brittleness, as described in Table I. TABLE I: TYPES OF SPECIALTY METALS USED IN COMBAT A: Hard: All steels, exotic and magical metals. B: Brittle: Bronze, Iron(tempered), Zinc, Brass, Chrome, Manganese. C: Soft: Nickel, Silver, Electrum, Platinum, Iron(annealed). D: Very Soft: Gold, Copper, Lead, Tin, Pewter, Solder, Magnesium, Mercury amalgams. E: Lightweight: Halrulite (aluminum) - equivalent hardness to category B. (New alloys shall be categorized appropriately by the DM) Refer to a specific metal description for any adjustments to item saving throws or other properties. Many exotic metals have unusual properties affecting combat. Pure mercury may not be used as a weapon or armor without powerful enchantments to solidify it (e.g., permanent chill metal); solid mercury is category D. TABLE II: BASE ARMOR CLASS OF ARMORS MADE PRIMARILY OF SPECIALTY METALS METAL TYPE A B C D E Comments = ARMOR TYPE ========== ARMOR CLASSES ======================================== Studded/Ring 7 7 7 7 7 C,D: Note 1 Brigandine 6 6 6 6 6 C: Note 1; D: Note 2 Scale Mail 6 6 6 6 6 C,D: Note 1 Chain Mail 5 5 7 7 6 C,D,E: Note 3; E: Note 5 Splint/Banded Mail 4 5 6 6 5 C,D: Note 2 Plate Mail 3 4 5 5 4 E: Note 2; C,D: Note 4; D,E: Note 5 Field Plate 2 3 4 5 3 E: Note 2; C,D: Note 4; D,E: Note 5 Full Plate 1 2 3 4 2 E: Note 2; C,D: Note 4; D,E: Note 5 Note 1: This armor must be mended after each combat in which the wearer was struck by at least one weapon or suffer a +1 penalty to armor class. Repair requires a successful armorer proficiency check at +2. If unrepaired armor sees use in combat, refer to Note 2. Note 2: This armor must save vs. crushing blow if struck by a bludgeoning or slashing hit from a weapon made primarily of a harder metal or suffer a cumulative +1 penalty to AC. Note 3: This armor must save vs. crushing blow if struck by a piercing or slashing hit from a weapon made primarily of a harder metal or suffer a cumulative +1 penalty to AC. Note 4: This armor must save vs. crushing blow if struck by any hit from a weapon made primarily of a harder metal or suffer a cumulative +1 penalty to AC. Note 5: Critical failure (a natural roll of 1) on a saving throw made as the result of a weapon strike means that the armor is destroyed. If armor is ever damaged to the point where it provides no protection (natural AC10) then it is considered destroyed. Destroyed armor may only be used as scrap to make new armor. Repair of damaged armor requires a successful armorer proficiency check with a penalty of one less than the penalty the armor carries as the result of combat damage. Repair requires proper tools (pliers, awl, hammer, wire, anvil). Without proper tools, only 1 point of AC penalty may be repaired. These rules do not apply to normal (type A) armors; these armors are listed only for comparison. TABLE III: COMBAT ADJUSTMENTS FOR WEAPONS MADE PRIMARILY OF SPECIALTY METALS METAL TYPE A B C D E Comments = WEAPON TYPE =========COMBAT MODIFIERS======================================= Piercing/Melee 0 -1 -2 -3 -1 C,D: -1,-2 vs. unarmored skin Piercing/Missile 0 0 -1 -2 -1 D: -2 dmg vs armor Bludgeoning/Melee 0 0 -1 -2 0 D: -1 vs unarmored skin; E: -2 dmg Bludgeoning/Missile 0 0 0 0 0 Lead,Gold,Plat: +1 dmg; E: -2 dmg Slashing 0 -1 -3 NA -1 C: -2 vs unarmored skin of humanoids or natural animals Numbers listed are modifiers to hit; unless otherwise stated, modifiers to damage are less severe by one than the listed number. Metals of type C must save vs. crushing blow after each successful hit upon an armored opponent or suffer a cumulative -1 to hit and damage. Metals of type D must save vs. crushing blow after each successful hit upon an armored opponent or suffer a cumulative -2 to hit and -1 to damage. Bludgeoning/Melee weapons make these saves at +2 to the die roll; Bludgeoning/Missile type weapons never suffer a penalty to damage. "NA" means weapons of this type are impossible to make with metal of that category. Weapons exceeding a total penalty to hit of -4 at any time are considered broken and must be reforged. Weapons crafted from metals of type C or D may be repaired without a forge. Using the proper tools, a successful weaponsmithing proficiency check may repair 1 point of penalty to hit and 1 point of penalty to damage; failure means the weapon suffers additional -1 to hit and -1 to damage (and is subject to breakage). Using this method, a series of successful repairs can return the weapon to its normal state. These rules do not apply to normal (type A) weapons; these are listed only for statistical comparison. - Metal Currency and Trade - The trade values of metals are generally given as the cost of a 20 pound trade billet, the denomination of a trade bar, or the denomination of a coin. The coin weight chosen is that of a Cormyrian gold piece: the Golden Lion. For this discussion, we standardize coin sizes according to the decree of King Azoun IV that 40 Golden Lions shall make one pound. This standard would make the Lion 7/8 inch diameter and 1/16 inch thick, very nearly the size of a US Quarter. If you prefer larger coins in your campaign, consult Table IV. The size (and corresponding weight) of a gold piece will vary from campaign to campaign depending on the abundance of gold, silver, and other metals. Some gold coins are minted 20 to the pound and these coins are 1.2 inches in diameter (about the size of a US Half Dollar); in Cormyr these coins would be valued at 2 Lions. Even less common are 10-to-the-pound gold pieces, these are 1.5 inches in diameter and more than 1/8 of an inch thick, valued in Cormyr at 4 Lions. Finally, some giant races mint very large coins weighing in at up to 10 lbs each (a slug of gold 7 inches in diameter and 7/8 th of an inch thick). Table IV gives the count of coins per pound for commonly minted metals and several coin sizes. Also listed is the weight of a giant coin of the dimensions described above. Note that as the size of the coin grows, the value of commodity metals increases relative to the value of gold. These commodity values are based upon the Cormyrian gold coin. TABLE IV - Coin Counts per Pound for Commonly Minted or Traded Metals Coin Size small medium large giantcoin Suggested Commodity Metal: (#/lb) (#/lb) (#/lb) (wt in lbs) Value (gp) Value (gp) Mithril 172 86 43 2.3 100 - Adamantine 125 62 31 3.2 50 - Platinum 36 18 9 11 5 50, 100 or 200 Gold 40 20 10 10 1 10, 25, or 50 Electrum 45 22 11 9.1 0.5 10, 25, or 50 Silver 75 37 18 5.6 0.1 5, 10, or 25 Copper/Bronze/Brass 86 43 22 4.5 0.01 12 Zinc 110 55 28 3.6 0.005 8.0 Tin 106 53 26 3.8 0.002 3.0 Iron/Common Steel 98 49 25 4.0 0.001 1.0 Water (for reference) 0.48 NOTES: On this table, Adamantine is assumed to be an alloy of Mithril and Silver. A "giantcoin" entry for water is given to help establish the specific gravity of the metals for DMs who are armed with the knowledge of chemistry and physics. This is the weight of the water displaced by such a coin. The "Suggested Value" entries are the relative values of the minted coin assuming the campaign setting values the chosen gold coin size as 1gp with repsect to Player's Handbook prices. Note that these are NOT the values of the raw metals, which are typically much less than the value of the coin. (This discrepancy discourages people from melting the coins for alternate uses.) The exact denominations may vary slightly from mint to mint. Commodity Value is the value of a trade billet, which typically weighs 20 lbs, except for the precious metals. Common metal trade billets are generally unmarked, except in the case of alloys, which are marked with their components and proportions. Platinum, gold, silver, and electrum trade bars are minted in specific gold piece values, as listed, and imprinted with the mark of the minting trade Coster or Priakos, the purity, gp value, and occasionally the date and place of casting. Mithril and adamantite are almost never traded, and so no common standard has emerged for billets of these metals. -References- TSR Titles - AD&D Player's Handbook (TSR 2101) - Cormyr - Dwarves' Deep, by Ed Greenwood - Forgotten Realms Boxed Set - Manual of the Planes, Jeff Grubb - The Savage North - Volo's Guide to All Things Magical - Volo's Guide to the North - Volo's Guide to Waterdeep - Volo's Guide to Cormyr World Wide Web References - Information Please: Internet Encyclopedia and Almanac Reference: http://www.infoplease.com/ - Encyclopedia Britannica: http://www.britannica.com/ [this is an excellent source of introductory metallurgy on the web] - British Columbia Institute of Technology Resource Center: http://nobel.scas.bcit.bc.ca/resource/ - University of Sheffield Web Elements Database: http://www.webelements.com/ - Electrum Coins: http://www.limunltd.com/numismatica/articles/electrum-coins.html - John Reid's Course on Practical Alchemy: http://www.levity.com/alchemy/johnreid.html - Coin Metals: Electrum: http://tuli.cc.lut.fi/~jtpakari/rpg/electrum.html Other References - CRC Handbook of Tables for Applied Engineering Science, 2 nd ed.: 1972 - "Realms Metals-game mechanics-I," Francine Robert (frobert@megacom.net), 10Aug98, as posted to realms@mpgn.com - "Magical Metals," Mortdred (mortdred@ix.netcom.com), 02Apr99, as posted to rec.games.frp.dnd - "Re: Metals?" R. Sullivan (BoedynLOC@aol.com), 15Jun99, as posted to realms-l@oracle.wizards.com Notices and Disclaimers "AD&D" and "Forgotten Realms" are trademarks of Wizards of the Coast, Inc. This article is Copyright 1999 and 2015, Richard M. Cross (bughunter@earthlink.snipme.net). Remove the false domain ".snipme" to email the author. Permission is granted to reproduce and distribute this document freely, provided that the following conditions are met: - The article is reproduced intact, including all attributions. - No additions or deletions are made. - It is not distributed or reproduced in a commercial publication. - It is not hosted as part a commercial service. - No profit or gain is sought. (In English: Basically, this means you can forward this entire article, intact, as much as you like by email, usenet, world wide web, or on paper, as long as it is for free. 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