PLANAR METALS
by Ken Lipka and Josh Rintamaki
We created these metals to both add flavour to the campaign, as well as compensate for the fact that permenant
magical items were going to be very rare. We felt that most planewalkers would rather own weapons and armor
made from these metals rather than rely on potentially unpredictable magical ones. The logic in this article
is based on assumptions made prior to the publication of Hellbound, in which TSR finally explains
how in the heck the Baatezu and Tanar'ri actually fight each other without the use of magical weapons.
The important columns to note are the "Magic Equiv." and "Origin" ones. These two columns determine what creatures
may be harmed by these metals. That is, if a creature needs a +2 or better magical weapon to be harmed, any metal
with a +2 or higher in the "Magic" column could be used to harm the creature - maybe. This is where the origin of
the metal comes into play. If the +2 creature is Planar, then only a +2 or better Planar metal will affect it
(thus, Mithril or Adamantium are useless). The same rule applies if the +2 creature is from the Prime - only +2 or
better Prime metals can be used. However, in all cases, vulnerabilities that don't rely on magic still apply - a
werewolf is still harmed by Silver regardless of the origins of the monster or the metal.
Jump to Summary Table
STEEL: This is the standard in most areas of the planes when it comes
to weapons and armour. While there may be many different colours and textures
depending the Prime World or Plane of origin, one steel is much the same as the
other. All standard stats (weight, cost, speed, etc.) of armour and weapons
reflects the fact that they are made out of steel.
FINE STEEL: This classification refers to steel that has had extra
time spent on it. Either a few extra runs in the refining of the raw metal,
perhaps a bit more time spent in the balance of the blade or the angle of the
armour plates; a craftsman made this metal. This grade can be found on any
Prime or Plane. Due to the workmanship, items made of Fine Steel weight 10%
less than normal and cost 10x as much. Weapons gain a +1 to hit OR damage.
EXCEPTIONAL STEEL: This grade of steel is reserved for steel that is
no longer pure. Soemthing extra has been put into the mix, creating an alloy
that is superior to either of its parts. This metal is only available from
Master Craftsmen, those who spent their lives refining their art. Again,
found on any Prime or Plane, items made of this metal weigh 50% less than
normal, and cost 100x more. Weapons gain +1 to hit AND damage as well as
gaining a -1 bonus to weapon speed.
IRON: This was the first metal used to make armour and weapons. It
has some drawbacks that caused it to be replaced by steel. However, there
are times when are fighting a creature that is vulnerable to this metal, thus
a small number of weapons are still crafted from it. Although Iron doesn't
cost any more than Steel (1x), it weighs 25% more and can rust if not
carefully maintained. Weapons suffer a +1 penalty to weapon speed.
SILVER: While normally reserved for jewellery and monetary uses, there
are certain creatures which are vulnerable to this metal - especially undead
and lycanthropes. As such, weaponsmakers usually keep a small supply of Silver
weapons on hand. Being a softer metal, it is not preferred for everyday use.
Items made of silver cost 25x more than Steel. Weapons do 1d2 LESS damage
(ie. A 1d6 short sword now does 1d4); Armor suffers a -2 penalty to its
protective value.
GOLD: Again, this metal normally finds it use as an objet d'art or
as money. But nobles like to make cermonial items from it, and there are a
few rare monsters which can only be hurt by golden weapons. Items made of
Gold cost 200x more than normal, and weigh 100% more. Weapons do 1d4 LESS
damage and suffer a +4 penalty to weapon speed; Armour suffers a -4 penalty.
BRONZE: This metal is the bridge between Iron and Steel. Many
cultures exclusively use Bronze due to its greater availability and cheaper
cost. Items made of Bronze cost 0.67x that of Steel. Armor suffers a -1
penalty. (While functionally the same as Steel, it is a softer metal. Thus,
there should be more maintenance required as well as an increased chance of
breaking.)
METEORIC IRON: This metal is only found on the Prime Material and
even then is uncommon at best. It is forged from ore garnered from stars that
have fallen to ground, or harvested from amongst the rocks of space. It
suffers from the same weight penalty as Normal Iron, but doesn't rust
and performs much better in combat. Items made of Meteoric Iron weigh 25%
more and cost 150x as much. Weapons gain a +1 to hit bonus, do 1d2 MORE
damage, but suffer a -1 penalty to speed; Armor gains a +1 bonus. Additionally,
objects made of this metal gain a +1 bonus to all saving throws and have the
ability to strike creatures which normally require +1 magical blades to harm
them.
MITHRIL SILVER: This rare metal is only found in the hands of the
elves of the Prime Material. The secrets of its making are closely guarded;
any who have tried to steal them are dead. Mithril is usually the metal
most treausred by the Clueless, both for its excellent combat performance and
for the fact that it affects monsters the same as normal Silver. Items
made of Mithril weigh 30% less and cost 250x more. Weapons gain a +2 hit
bonus and 1d2 MORE damage; Armour gains a +1 bonus. Additionally, objects
made of this metal gain a +2 bonus to all saving throws and have the ability
to strike creatures which normally require +2 magical blades to harm them.
ADAMANTIUM: This is the most powerful of the Prime metals as well as
the rarest (counts as Very Rare). It is only found within the depths of
certain Prime worlds; as such, it usually only in the hands of those who live
deep underground. Items made from Adamantuim weigh 25% less and cost 500x
more than normal. Weapons gain +3 to hit and 1d2 MORE damage; Armour gains a
+2 bonus. Items also have +3 to saving throws as well as being able to affect
creatures of +3 enchantment restrictions.
LOW-GRADE ADAMANTIUM: This is much less pure alloy of normal Adamantium.
While it is not as strong as its parent metal, it has the advantage of not
dissolving in sunlight (if used by Drow). It is most commonly used by raiding
parties from the Underdark in cases where the risk of people and equipment being
captured is high. Items made of Low-grade Adamantium weigh the same as their
steel counterparts and cost 150x more than normal. Weapons gain a +1 to hit and
+1d2 MORE damage; Armour gains a +1 bonus. Items count as +1 magical weapons and
gain a +1 to all saving throws.
BAATORIAN GREEN STEEL: This is the first of the purely Planar metals
that is common used for armour and weapons. While it is the most common of
the "better" metals, it is considered an Uncommon find. It is used in the
Blood War not only because it is far superior to normal steel, but it can
also strike any planar creature, regardless of magical restrictions. Items
made of Green Steel weigh 40% less and cost 300x more than normal. Weapons
gain +1 to hit, -1 bonus to speed, and do 1d2 MORE damage; Armour gains a +2
bonus. All items also have a +2 to saves and can strike all creatures of +2
enchantment.
TANAR'RI RED STEEL: This metal is very similar to Green Steel, but is
a little more scarce (counts as Rare). It is also a standard armament in the
Blood War is it acts just the same as Green Steel with regard to the creatures
it may harm. Items of Red Steel weigh 40% less and cost 400x more. Weapons
gain +2 hit, -1 bonus to speed, and do 1d2 MORE damage; Armour gains a +1
bonus. All items also have a +2 to saves and can strike all creatures of +2
enchantment.
GITHYANKI MITHRIL: This is a Very Rare Planar metal. It resembles
the silver expanse of the Astral Plane, making it both good protection and
camouflage at distance. It is the exclusive property of the Githyanki. All
of their special Silver Swords are made from this metal, as well as the armour
of any Gith of importance in their society. In addition to bonuses similar
to the Green and Red Steels (affects all Planar creatures), it has the
added benefit of not hindering psionic activity in the slightest (i.e. no penalties
for wearing metal armour if made from Gith Mithril). Items made
of Gith Mithril weigh 30% less and cost 600x more than normal. Weapons
gain +2 hit, and do 1d2 MORE damage; Armour gains a +3 bonus. All objects
have +3 to saves and can strike creatures of +3 enchantment.
DWARVEN BLACKROCK: This is THE Planar metal. All Planars dream of
being able to even SEE an item made from this metal, let alone own one. It
is found only in the very depths of the Dwarven Mountain in the Outlands and
Mt. Clanggedin in Arcadia. Like the other planar metals, it can harm any
planar creature. Items made of this VERY VERY RARE metal weigh 50% less and
cost 1000x normal Steel. Weapons gain +3 to hit, -1 bonus to speed, and do
1d4 MORE damage; Armour gains a +4 bonus. Objects gain +4 to all saves and
can strike +4 magically protected creatures.
Metal Type |
Weight Adjustment (%) |
Magical Equivalent and Save Bonus |
AC/Weapon Speed Adjustment |
To Hit/Damage Adjustment |
Cost Modifier/Availability |
Origin |
Damage Die Modifier |
Steel |
0 |
0 |
0/0 |
0/0 |
x1 Common |
Prime or Planar |
0 |
Fine Steel |
-10 |
0 |
0/0 |
+1/0 OR 0/+1 |
x10 Common |
Prime or Planar |
0 |
Exceptional Steel |
-50 |
0 |
0/-1 |
+1/+1 |
x100 Common |
Prime or Planar |
0 |
Iron |
+25 |
0 |
0/+1 |
0/0 |
x1 Common |
Prime or Planar |
0 |
Silver |
0 |
0 |
+2/0 |
0/0 |
x25 Common |
Prime or Planar |
-d2 |
Gold |
+100 |
0 |
+4/+4 |
0/0 |
x200 Common |
Prime or Planar |
-d4 |
Bronze |
0 |
0 |
+1/0 |
0/0 |
x0.67 Common |
Prime or Planar |
0 |
Meteoric Iron |
+25 |
+1 |
-1/+1 |
+1/0 |
x150 Uncommon |
Prime |
+d2 |
Mithril Silver |
-30 |
+2 |
-1/0 |
+2/0 |
x250 Rare |
Prime or Elves |
+d2 |
Adamantium |
-25 |
+3 |
-2/0 |
+3/0 |
x500 Very Rare |
Prime or Drow or Dwarves |
+d2 |
Low-Grade Adamantium |
0 |
+1 |
-1/0 |
+1/0 |
x150 Rare |
Prime or Drow or Dwarves |
+d2 |
Baatorian Green Steel |
-40 |
+2 |
-2/-1 |
+1/0 |
x300 Uncommon |
Planar (Baator) |
+d2 |
Tanar'ri Red Steel |
-40 |
+2 |
-1/-1 |
+2/0 |
x400 Rare |
Planar (The Abyss) |
+d2 |
Gith Mithril |
-30 |
+3 |
-3/0 |
+2/0 |
x600 Very Rare |
Planar (Githyanki, Astral?) |
+d2 |
Dwarven Blackrock |
-50 |
+4 |
-4/-1 |
+3/0 |
x1000 Very Very Rare |
Planar (Dwarven Mountain, Mt. Clanggedin) |
+d4 |
- Metal Type: Name of Metal
- Weight Adjustment: Percentage of change from the object in steel; a positive number indicates an increase in weight
- Magical Equivilent and Save Bonus: What the weapon is considered equal to for determining what creatures can be
damaged by it as well as the bonus to all item saving throws
- AC/Weapon Speed Adjustment: Postive numbers are penalties, negative numbers are bonuses (ex: Gold Chain Mail would
be considered AC 9 instead of 5)
- To Hit/Damage Adjustment: Positive numbers are bonuses
- Cost/Availability: Multiply normal cost from PHB by modifier; Ranking affects purchase chance (see
Severed Head Weapons for example)
- Origin: Where the metal is originally from; along with Magical equivalent it determines what creatures can be
harmed by the weapon
- Damage Die Modifier: Positive numbers are bonuses