Canon:Special Materials

Special materials are metals, woods, stone, or other types of building material that isn't magical but has what could be considered magical properties.

This is a list of most of the special materials in the offical d20 books

Special Material - Effect
 * Abyssal Bloodiron - cold iron, +4 critical confirm
 * Adamantine - DR, improved sundering
 * Alchemical Silver - maintains weapon, and bane to lycanthropes
 * Arandur- silver-blue with green shine; gnome material; mixed with blood of red or blue dragon
 * Astral Driftmetal - 25% chance of working against incorporeal creatures
 * Aurorum - pieces meld back together and repair themselves, if broken
 * Baatorian Green Steel - green; counts as Wounding if magically enchanted; mined in the Nine Hells
 * Blended Quartz - -20% arcane failure rate, doubles weight
 * Blood glass - volcanic crimson-hinted obsidian
 * Blue Ice - +1 damage slashing weapons, Mythrial type armor but cold as ice
 * Bronzewood - wood that can be made into plate armor and weighs 10% less
 * Byeshk - purple sheen; overcomes DR of daelkyr
 * Calomel - pale gray condensating metal, hard white ore; overcomes DR of fire subtypes
 * Chitin - plate armor made from insect exoskeletons
 * Cold Iron - 2x heavy has bane to magical creatures; deep-forged iron that harms chaotic creatures
 * Crysteel - psionic superhard crystal-steel blend, surprise
 * Darkleaf - special worked Darkwood made into light plate armor
 * Darkwood - ½ normal weight of wood
 * Deep Coral
 * Deep Crystal - Bonus to Psionics.
 * Densewood
 * Dlarun - bone-white ivory with green sheen; halfling material
 * Dragonhide - can make metal armors that count as hide
 * Duskwood
 * Elukian Clay - type of clay associated with the Elemental Plane of Water; removes weight penalty for swim checks
 * Entropium - +2 max dex, -10% arcane failure (min 5%), +2 armor check penalty and added weight
 * Fever Iron - reddish, deals fire damage
 * Firebrass - gold-bronze metal with mithral stats
 * Flametouched Iron - speckled rusty dark red ore, refined to shimmering silver
 * Fyrite - metallic substance immune to heat, but takes double damage from cold
 * Frystalline - good aligned
 * Gehennan Morghuth Iron - -1 attack, but poisons opponent
 * Green Starmetal - Mined from meteorites; Adamantine that deals 1d6 extra damage to outsiders.
 * Hizagkuur - white magic reflecting metal
 * Kheferu - bright red, a weapon made from it bypasses the damage reduction of any creature of the earth subtype
 * Livewood - magical green hardwood that does not die when cut down, may contain dryads
 * Mithral - Makes armors that weigh ½ as much, and count as a lighter type; silver-white; traditional elf material
 * Mudane Crystal
 * Obdurium - very hard non-magical metal
 * Pandemonic Silver - causes scream that makes others cower in strong winds
 * Pearlsteel
 * Purple Mournlode - blighted purply ore, silver metal with purple streaks; overcomes DR of undead
 * Rimfire Ice - glows like torch, +1 cold damage, explodes 1d6 cold damage
 * Riverine - ½ AC becomes deflection bonus; water enclosed inside a thin force wall; provides force affect
 * Serren
 * Soarwood - lightweight wood used for building airships
 * Solanian Truesteel - silvery iron; mined on Mt. Celestia; +1 on roll to confirm critical hits
 * Starmetal - See: Green Starmetal
 * Stygian ice - Deals wisdom rather than consitution damage
 * Targath - Soft metal that when carried helps the bearer resist disease
 * Thinaun - traps soul of those slain by it
 * Urdukar - +2 DC on scry attempts per 5 lbs carried (3rd Edition only)