Items & Materials

Here are some of the items, materials, spells and enchantments available in the Omniverse. A hardness (the DR of objects) of 10 is the standard hardness of steel, 5 wood and 1-2 being typical hardness of the ground or a being. DR is the equivalent of hardness for beings. The weight multiplier of a material is compared to a similar item made from steel (being 1). When a material or item has any effect such as immunity to fire, the effect *can* be overpowered by energies of a higher hardness than the material or items' innate (or energy hardness) physical hardness, whichever is higher.

## Unique Crafted Items

### Anwain Banking Bag

Special bags that allow a user to access their funds when traveling. They are able to use the pouch to transform their funds to any currency that is used by a nation that banks with Anwai, they have a cost of 300g for a pouch and 600g for a bag.

### Recallstone

A stone created by priests of the Zivi’Law that allows the user to return to a single point once a week. The cost depends on the distance that the user wants to be able to use it from. 1g per mile, and 5,000g for planar travel.

### Mana Potion

A potion restores 15% of your mana within 6 seconds, and cost generally around 500g.

### Runic Blades

Rare blades of the highest order, these swords each were forged with abilities beyond the normal magic weapon, even among those imbued with runes and ethosic capabilities.

### Lacrima

A more common form of a mana vault that can be augmented with magic to preform other tasks, it is also less secure. It can be made of any precious gem, but diamond grants it a hardness of 10. Other special crystals may also be used, bestowing different effects.

### Mana Vault

A mana vault allows you to store up to 25% of your total mana within itself. It can not normally be destroyed and refills with the casters base mana every day. This vault may only be created by casters with the Create Mana Vault feat, and a cost of 2,000g per level of the mage capable of using it.

### **Soul Gems**

Gems that hold cairns of souls, either whole or split.

### **Keystone**

Rare and brilliant jewels that allow those less blessed by mana to cast spells as though they were more favored by fortifying their body, mind and spirit with ambient mana.

### Skelliphone

A strange communication device created by the Church of the Goddess of Undeath and connected to the Skellitelli Network within the Citdeal of Violet Tears.

## Materials

### **Non-Mineral Materials**

#### Asgarthian Kraken Ink

Harvested through unknown means in the nation of Asgarth, it is the finest quality of ink, magical in nature, and able to be enchanted much easier then regular ink, reducing the time of making magical scrolls by half when in use.

#### Harrow Ice

Magical ice that takes ten times as long to melt, and can be used in water and ice based enchantments and magical item crafting.

* Hardness: 7
* Weight Multiplier Per Pound: 1
* Color: Silver-blue

### **Metals**

#### Gold

A lustrous yellow metal prized as a standard of currency.

* Hardness: 2
* Weight Multiplier Per Pound: .75
* Color: Lustrous Yellow

#### Silver

A shiny grey metal mined across the world as one of the most basic valuable metals.

* Hardness: 3
* Weight Multiplier Per Pound: .75
* Color: Shiny Grey

#### Copper

A weak metal used for currency and clock-work machines.

* Hardness: 4
* Weight Multiplier Per Pound: .75
* Color: Copper

#### Platinum

The highest prized "gem metal" used to signify wealth.

* Hardness: 5
* Weight Multiplier Per Pound: .5
* Color: Shiny White

#### Iron

A dull grey metal mined across the world as one of the most basic metals.

* Hardness: 8
* Weight Multiplier Per Pound: 1.5
* Color: Dull Grey

#### Steel

The Imperial standard across the world for metals of utility and war and a basis for the many alloys.

* Hardness: 10
* Weight Multiplier Per Pound: 1
* Color: Silver
* An average human would weigh 7.85 times the normal amount if made from steel.

#### Cold Iron

A special iron that has been imbued with energy from the Ethereal Plane.

* Hardness: 10
* Weight Multiplier Per Pound: 2
* Color: Grey with white veins.
* Bonuses to Weapons: Deals 1d4 extra to magical beasts and fey, increases to 1d6 at +1, 1d8 at +2, 1d10 at +3, 1d12 at +4, and +7 instead of a dice roll at +5.
* Bonuses to Armor: Grants a bonus to saves against the special attacks, abilities, and spells equal to the ENHANCEMENT BONUS
* Bonuses to Shields: Can negate one special attack, ability or spell every 1d12 rounds directed at the wielder, damaging the shield instead. This decreases to 1d10 at +1, 1d8 at +2, 1d6 at +3, 1d4 at +4, and every round at +5.

#### Mithril

Ultra light weight metal that is much stronger than steel, but half the weight.

* Hardness: 15
* Weight Multiplier Per Pound: .5
* Color: Silver white
* Bonuses to Weapons: Keen
* Bonuses to Armor: Maximum Dexterity increased by 3, reduces armor check penalty by 3. Spell failure reduced by 15%. Adds an additional armor bonus of +2 (Light), +3 (Medium), +5 (Heavy).
* Bonuses to Shields: Maximum Dexterity increased by 3, reduces armor check penalty by 3. Spell failure reduced by 15%. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower)

#### Adamantine

The densest non-eveite metal known to man. It comes from meteorites that bury into the planet due to their great weight.

* Hardness: 20
* Weight Multiplier Per Pound: 3
* Color: Dark grey
* Bonuses to Weapons: One handed weapons deal 1 ½ Strength damage while two handed weapons deal double Strength damage.
* Bonuses to Armor: DR/- 2 (Light), DR/- 4 (Medium) DR/- 6 (Heavy). Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower)

#### Eveite

A powerful mineral that has been soaked in magic and rendered mutable.

* Hardness: 20
* Weight Multiplier Per Pound: 2
* Color: Dark grey with a shimmer.
* Bonuses to Weapons: +3 Enchantment Bonus
* Bonuses to Armor: +3 Enhancement Bonus, DR/- 2 (Light), DR/- 4 (Medium) DR/- 6 (Heavy). Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: +3 Enhancement Bonus. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower).

#### Dragonforged Diamond Steel

A wonderous product that is crafted in Nuren. Its make is unknown but its' properties make it highly desired, and the price is unfathomable.

* Hardness: 35
* Weight Multiplier Per Pound: 1
* Color: Rolling silver and white
* Bonuses to Weapons: Every strike absorbs an amount of mana or power points equal to the ENHANCEMENT BONUS. This is granted to the wielder.
* Bonuses to Armor: Makes the wearer immune to ALL non elder magik magic and psionics. Adds an additional armor bonus of +4 (Light), +7 (Medium), +11 (Heavy).
* Bonuses to Shields: Can be used to make targets within a 15ft area around the wielder immune to psionic and non elder magik magical effects as a full round action until the beginning of the wielders next turn. Adds an additional shield bonus of +2 (Light), +4 (Heavy), +7 Tower).

#### Evonic Eveite

Eveite that retains its' ability to change forms.

* Hardness: 40
* Weight Multiplier Per Pound: 1.5
* Color: Dark grey with a rippling, living quality that seems to lighten and darken.
* Bonuses to Weapons: *Evonic.* +4 Enchantment Bonus.
* Bonuses to Armor: *Evonic.* +4 Enhancement Bonus, DR/- 4 (Light), DR/- 8 (Medium) DR/- 12 (Heavy). Adds an additional armor bonus of +4 (Light), +8 (Medium), +12 (Heavy).
* Bonuses to Shields: *Evonic.* +4 Enhancement Bonus. Adds an additional shield bonus of +2 (Light), +4 (Heavy/Tower).

#### Imari Steel

Divinely wrought metal whose secrets rest only in the hands of those outside mortal bounds.

* Hardness: 45
* Weight Multiplier Per Pound: .5
* Color: Varies
* Bonuses to Weapons: Granted powers by a deity or powerful individual.
* Bonuses to Armor: No spell failure, no maximum dexterity, no armor check penalty. Adds an additional armor bonus of +5 (Light), +9 (Medium), +14 (Heavy). Grants Fortification 25% (Light), 50% (Medium) and 75% (Heavy.). This also applies to ANY negative spell or psionic effect cast upon the wearer, negating the spell entirely upon a successful check.
* Bonuses to Shields: No spell failure, no maximum dexterity, no armor check penalty. Adds an additional shield bonus of +3 (Light), +5 (Heavy), +9 (Tower). Can reflect one spell, power, attack or ability back at its’ source per round.

### **Stone**

#### Alerian Marble

A stone that has been infused with the energy of the Plane of Life.

* Hardness: 10
* Weight Multiplier Per Pound: .5
* Color: Pristine white, will change color when exposed to blood.
* Bonuses to Weapons: Deals 1d4 to undead, and other creatures harmed by positive energy.
* Bonuses to Armor: Grants Fast Healing equal to double the ENHANCEMENT BONUS.
* Bonuses to Shields: Can negate one single target death effect, ray or spell per day.

#### Ashari Crystal

Ultra light weight crystal-like stone that is much stronger than steel, but half the weight. Also known as Minder Mithril.

* Hardness: 15
* Weight Multiplier Per Pound: ,5
* Color: Red
* Bonuses to Weapons: Keen
* Bonuses to Armor: Maximum Dexterity increased by 3, reduces armor check penalty by 3. Spell failure reduced by 15%. Adds an additional armor bonus of +1 (Light), +3 (Medium), +4 (Heavy).
* Bonuses to Shields: Maximum Dexterity increased by 3, reduces armor check penalty by 3. Spell failure reduced by 15%. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower).

#### Nordos Jewelstone

Psionically crafted from jannal gemstone and ashari crystal to absorb and deaden magic in the case any other magical kingdoms invaded that of the minders.

* Hardness: 27
* Weight Multiplier Per Pound: 3
* Color: Deep black
* Bonuses to Weapons: Negates magic on targets struck for a number rounds equal to the ENHANCEMENT BONUS.
* Bonuses to Armor: Negates magic of the wearer, Makes the wearer immune to ALL non elder magik magic. Adds an additional armor bonus of +3 (Light), +6 (Medium), +9 (Heavy).
* Bonuses to Shields: Absorbs one area effect spell per round, absorbs an additional spell at +3 and +5 enhancement bonuses. Adds an additional shield bonus of +3 (Light), +6 (Heavy/Tower).

#### Jannal Gemstone

The crystalline stone version of adamantine, known as minders adamantine.

* Hardness: 20
* Weight Multiplier Per Pound: 3
* Color: Sky blue
* Bonuses to Weapons: One handed weapons deal 1 ½ Strength damage while two handed weapons deal double Strength damage.
* Bonuses to Armor: DR/- 1 (Light), DR/- 2 (Medium) DR/- 3 (Heavy). Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower)

#### Dragon Bone

Bone harvest from dragons, one gargantuan dragon makes the Dragon Slayers set. A long spear, bastard sword, composite longbow, up to a tower shield and up to full plate armor.

* Hardness: 25
* Weight Multiplier Per Pound: 2
* Color: Pale tan with veins, the vein color is dependent on the dragon the bones are from.
* Bonuses to Weapons: Deals 1d4 extra energy damage, increases to 1d6 at +1, 1d8 at +2, 1d10 at +3, 1d12 at +4, and +7 instead of a dice roll at +5. This energy damage is dependent on the dragon the bones are from.
* Bonuses to Armor: Grants 5 energy resistance per point of ENHANCEMENT BONUS. Adds an additional armor bonus of +3 (Light), +5 (Medium), +8 (Heavy).
* Bonuses to Shields: Can spits out a 20ft cone once per minute that deals 1d12 points of energy damage per point of ENHANCEMENT BONUS. Adds an additional shield bonus of +2 (Light), +3 (Heavy/Tower)

#### Wyrm Bone

Bone harvest from wyrms, one colossal dragon makes 3 Wyrm Slayers set. A long spear, bastard sword, composite longbow, up to a tower shield and up to full plate armor.

* Hardness: 37
* Weight Multiplier Per Pound: 2.5
* Color: Pale tan with veins, the vein color is dependent on the dragon the bones are from.
* Bonuses to Weapons: Deals 1d6 extra energy damage, increases to 1d8 at +1, 1d10 at +2, 1d12 at +3, +7 instead of a dice roll at +4, and +8 at +5. This energy damage is dependent on the dragon the bones are from.
* Bonuses to Armor: Grants 6 energy resistance per point of ENHANCEMENT BONUS. Adds an additional armor bonus of +4 (Light), +8 (Medium), +12 (Heavy).
* Bonuses to Shields: Can spits out a 20ft cone once per minute that deals 7 points of energy damage per point of ENHANCEMENT BONUS. Adds an additional shield bonus of +2 (Light), +4 (Heavy/Tower).

#### Sovereign Bone

Bone harvest from sovereigns, one titanic dragon makes 2 Sovereign Slayers set. A long spear, bastard sword, composite longbow, up to a tower shield and up to full plate armor.

* Hardness: 50
* Weight Multiplier Per Pound: 3.5
* Color: Pale tan with veins, the vein color is dependent on the dragon the bones are from.
* Bonuses to Weapons: Deals 1d8 extra energy damage, increases to 1d10 at +1, 1d12 at +2, +7 instead of a dice roll at +3, +8 at +4 and a +9 at +5. This energy damage is dependent on the dragon the bones are from.
* Bonuses to Armor: Grants 7 energy resistance per point of ENHANCEMENT BONUS. Adds an additional armor bonus of +5 (Light), +10 (Medium), +15 (Heavy).
* Bonuses to Shields: Can spits out a 20ft cone once per minute that deals 9 points of energy damage per point of ENHANCEMENT BONUS. Adds an additional shield bonus of +3 (Light), +5 (Heavy/Tower)

### **Crystal and Gems**

#### Glass

Made by heating liquid sand and then reforming it into to a transparent solid. The process of creating glass is undergone by heating specific sand, also known as silica sand, to temperatures above 3,090 degrees Fahrenheit until it melts into a clear liquid.

* Hardness: 0
* Weight Multiplier Per Pound: .1
* Color: Transparent
* Bonuses to Weapons: Keen
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points. Glass can never function as a worked lacrima.

#### Crystal

Naturally occurring minerals that are the lowest quality of known lacrima materials found naturally.

* Hardness: 2
* Weight Multiplier Per Pound: ,5
* Color: Various
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 2.

#### Low Quality Gems Stones

Gemstones such as onyx, peridot, garnet, pearl, moonstone, bloodstone, citrine, amber, jade or other similar jewels that can function as lacrima.

* Hardness: 3
* Weight Multiplier Per Pound: .2
* Color: Various
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 5.

#### Quartz

Dense and study crystal that makes for excellent combat lacrimas due to its' robustness and abundance.

* Hardness: 5
* Weight Multiplier Per Pound: ,5
* Color: Various, usually opaque
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 5.

#### High Quality Gems Stones

Gemstones such as aquamarines, opals, black pearls, topazes, amethysts and similar jewels that can function as lacriams.

* Hardness: 5
* Weight Multiplier Per Pound: ,2
* Color: Various
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 7.

#### Precious Gemstones

Gemstones such as ruby, emeralds, sapphires and similar jewels that can function as natural lacrimas.

* Hardness: 7
* Weight Multiplier Per Pound: ,3
* Color: Various
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 10.

#### Diamond

The most precious of gemstones, it is one of the most available and highest tier of lacrima-capable jewels.

* Hardness: 10
* Weight Multiplier Per Pound: ,4
* Color: Clear
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 5.

#### V-Crystal

A newly created mineral from divine power on the Isle de Crystal, it is a rare resource, but one of the most powerful material plane crystals capable of becoming a lacrima.

* Hardness: 15
* Weight Multiplier Per Pound: ,5
* Color: Violet
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 15.

#### Cainia Shards

Dangerous minerals found from the Seventh, once Eighth Layer of Hell, Cania. Here this massive crystals are mined to create the famed Cania Soul Shards, powerful soul gems.

* Hardness: 20
* Weight Multiplier Per Pound: ,5
* Color: Lavender
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 20.

#### Aethurium

A strange black gemstone that emits a similar color light that warps around the gem. These are also known as power stones, and damage the bodies and magic of those around.

* Hardness: 60
* Weight Multiplier Per Pound: 3
* Color: Black gem with black energy
* Bonuses to Weapons: Deals its' damage to a struck targets mana.
* Bonuses to Armor: Immune to anything less than a Grand Cosmic Secret.
* Bonuses to Shields: Can reflect anything less than a Grand Cosmic Secret as a full round action.

#### Felugrums' Drops

The rarest crystal in the cosmos, it is a strange formation caused by the natural death of all four types of elementals in the same area.

* Hardness: 66
* Weight Multiplier Per Pound: 6
* Color: Clear
* Special Property: Can function as a natural lacrima with a Mana Shock value of 20% of the objects total hit points + 66.

### **Exotic Material**

#### Essite

A potent combination of eveite and norrdos jewelstone, tempered with deific power that has combine the lacrima like properties of the eveite composite with the jewelstone draining properties to produce a vampiric like lacrima that drains essence.

* Hardness: 48
* Weight Multiplier Per Pound: 3.75
* Color: A dull red lilac that changes depending on the essence it is in contact with.
* Bonuses to Weapons: Each strike drains an amount of hit points equal to the ENHANCEMENT BONUS into the weapon, no more than 5 per strike.
* Bonuses to Armor: Will restore health store within the armor to the wearer every round, no more than 5 per round. Adds an additional armor bonus of +5 (Light), +10 (Medium), +15 (Heavy).
* Bonuses to Shields: Will restore health store within the shield to the wielder or a target they are touching as a standard action, no more than 50 per round. Adds an additional shield bonus of +5 (Light), +10 (Heavy/Tower).
* Special Property: Will passively absorb 5 points per round from wounded creature in contact until they are fully healed.

#### Etheristium

Hardened ether that has been imbued with certain qualities in an unknown deific fashion.

* Hardness: 55/66/77
* Weight Multiplier Per Pound: .2
* Color: Transparent Distortions with Hues of Planar Origin
* Bonuses to Weapons: Each strike deals 1/6 of the damage to mana.
* Bonuses to Armor: No spell failure, no maximum dexterity, no armor check penalty. DR 5/6/7 Epic, Fasting Healing 5/6/7, and regenerates 5/6/7 mana per minute. Adds an additional armor bonus of +5/6/7 (Light), +10/12/14 (Medium), +15/18/21 (Heavy).
* Bonuses to Shields: No spell failure, no maximum dexterity, no armor check penalty. Can absorb five/six/seven spells, powers, attacks or abilities per round. Adds an additional armor bonus of +5/6/7 (Light), +10/12/14 (Heavy/Tower).

#### Spellfire Ash

A dangerous ash created from powerful materials or creatures being incinerated by Spellfire.

#### Aetherium

Hardened aether that has been imbued with certain qualities in an unknown deific fashion.

* Hardness: 66/77
* Weight Multiplier Per Pound: .1
* Color: Transparent Distortions
* Bonuses to Weapons: Ghost Touch. Each strike deals 1/6 of the damage to mana.
* Bonuses to Armor: Ghost Touch. No spell failure, no maximum dexterity, no armor check penalty. DR 6/7 Epic, Fasting Healing 6/7, and regenerates 6/7 mana per minute. Adds an additional armor bonus of +6/7 (Light), +12/14 (Medium), +18/21 (Heavy).
* Bonuses to Shields: Ghost Touch. No spell failure, no maximum dexterity, no armor check penalty. Can absorb six/seven spells, powers, attacks or abilities per round. Adds an additional armor bonus of +6/7 (Light), +12/14 (Heavy/Tower).

#### Eternicore

A dangerous and potent combination of norrdos jewelstone and Hellium, it is a hungry and trapping gem, desiring souls.

* Hardness: 97
* Weight Multiplier Per Pound: 7.5
* Color: A serene black with slight red and purple
* Bonuses to Weapons: A target struck suffers a drain on their soul. If they are killed within 8 rounds per points of ENHANCEMENT BONUS, their soul is drained into the weapon, regardless of distance.
* Bonuses to Armor: Makes a target immune to ethos targeting effects. Adds an additional armor bonus of +10 (Light), +20 (Medium), +30 (Heavy).
* Bonuses to Shields: Grants Deflect Ethos Spells, which follows the same rules as Deflect Arrows. Adds an additional shield bonus of +10 (Light), +20 (Heavy/Tower).
* Special Property: Will passively absorb 1 carin per round from a creature in contact unless protected or actively resisting, a Will save (DC 97).

#### Sigilinite

An unseen and rumored material that talks of float through the greater planes and the Spire as what the metaphysical wards are forged from.

* Hardness: 99
* Weight Multiplier Per Pound: 9
* Color: Distortions with changing shades of lavender, violet, purple, inside a base of intermixing black and white
* Bonuses to Weapons: Unique
* Bonuses to Armor: Unique
* Bonuses to Shields: Unique