Edmiryl (3.5e Equipment)
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Edmiryl is a magical alloy of mithral and adamantine. This ultrahard alloy adds to the quality of any weapon and suit of armor fashioned from it. Edmiryl weapons ignore hardness less than 30. Edmiryl armor grants its wearers damage reduction of 3/- if it is light armor, 6/- if it is medium armor and 9/- if it is heavy armor. Due to the metal's high melting point, objects fashioned from it have fire resistance 10. Edmiryl armor and shields do not grant their fire resistance to their user, though it still reduces the cost for enchanting them with fire resistance/immunity to a quarter of the normal cost. An edmiryl item weighs half as much as its steel counterpart; in the case of weapons, this lighter weight doesn't change the weapon’s size category, or how easily it can be wielded (whether it is light, one-handed or two-handed). However, it still causes most edmiryl armors to be one category lighter than normal for purposes of movement and other limitations (heavy armors are treated as medium ones and medium armors are treated as light ones, although light armors (the lightest category) are still treated as light ones). Spell failure chances for edmiryl armor and shields are reduced by 10%, maximum Dexterity bonus is increased by 2, and all armor check penalties are lowered by 3 (to a minimum of 0).
Edmiryl is immune to natural and magical corrosion (but not to acid damage). Due to the metal's innate magic, it costs only half the regular price to add magical qualities to edmiryl items.
Normally, edmiryl weapons, armor and shields have twice as many hit points as their steel counterparts. Nuritayl has 60 hit points per inch of thickness and hardness 30.
Edmiryl weapons are always magical (and thus also masterwork), and are treated as both adamantine, cold iron and silver weapons for the purpose of overcoming damage reduction.
As an inherently magical alloy, edmiryl can't be created through simple alloying; in order to create the metal, raw magical energy must be infused into the alloy while it is being made. To perform this infusion, a spellcaster must sacrifice a 7th level spell slot or prepared spell. Without this magic infusion, the resulted metal is not edmiryl, but nuritayl, a nonmagical, weaker alloy of mithral and adamantine. While it is technically possible to reforge nuritayl into edmiryl by infusing it with magic, this process is very complex.
Type of Edmiryl Item | Item Cost Modifier |
---|---|
Ammunition | +180 gp |
Light armor | +15,000 gp |
Medium armor | +30,000 gp |
Heavy armor | +45,000 gp |
Shield | +6,000 gp |
Weapon | +9,000 gp |
Nuritayl[edit]
Nuritayl is an alloy of mithral and adamantine. This ultrahard alloy adds to the quality of any weapon, shield and suit of armor fashioned from it. Nuritayl weapons ignore hardness less than 20. Nuritayl armor grants its wearers damage reduction of 2/- if it is light armor, 4/- if it is medium armor and 6/- if it is heavy armor. Due to the metal's high melting point, objects fashioned from it have fire resistance 10. Nuritayl armor and shields do not grant their fire resistance to their user, although it does reduce the cost for enchanting them with fire resistance/immunity to only half of the normal cost. A nuritayl item weighs half as much as its steel counterpart; in the case of weapons, this lighter weight doesn't change the weapon’s size category, or how easily it can be wielded (whether it is light, one-handed or two-handed). However, it still causes most nuritayl armors to be one category lighter than normal for purposes of movement and other limitations (heavy armors are treated as medium ones and medium armors are treated as light ones, although light armors (the lightest category) are still treated as light ones). Spell failure chances for nuritayl armor and shields are reduced by 10%, maximum Dexterity bonus is increased by 2, and all armor check penalties are lowered by 3 (to a minimum of 0).
Nuritayl is costly and notably difficult to both create and work with, so weapons and armors fashioned from it are always of masterwork quality; the masterwork cost is included in the prices given below.
Nuritayl weapons, armor and shields have half again as many hit points as their steel counterparts. Nuritayl has 40 hit points per inch of thickness and hardness 20.
Nuritayl weapons are treated as adamantine weapons for the purpose of overcoming damage reduction.
Type of Edmiryl Item | Item Cost Modifier |
---|---|
Ammunition | +90 gp |
Light armor | +7,500 gp |
Medium armor | +15,000 gp |
Heavy armor | +22,500 gp |
Shield | +3,000 gp |
Weapon | +4,500 gp |
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