Special Materials
Ultimate Spheres of Power
The following are new special materials that can be used to make different types of items.


HP/Inch: 40; Hardness: 10; Cost Weapons and armor fashioned from arcsilver are always masterwork; the masterwork cost is included in the prices given below

This bright white metal has strange electrical properties and crackles with electricity when charged. By strategically incorporating coils of arcsilver into a weapon, suit of armor, or shield, this electricity can be discharged into enemies. Charging an item made of arcsilver is a move action that does not provoke an attack of opportunity, performed by slowly brandishing the weapon or brushing it against a surface.

When a weapon made with arcsilver is charged it passes this charge to anything it strikes, dealing +1d6 bonus electricity damage on its next successful hit. Ammunition is generally too small to gain a substantial charge, and so does not gain this property.

When a suit of armor or a shield made with arcsilver is charged, it passes the charge to the next creature that successfully strikes the wearer with either a metal melee weapon, an unarmed strike, or a natural weapon. This deals 1d6 electricity damage to the attacker.

In addition, arcsilver’s natural electromagnetic properties allow it to be treated as a light density material for the purposes of telekinesis despite being the same weight as steel. Items without metal parts cannot be made from arcsilver.

Although, arcsilver is typically not used as the sole material of an item (in order to protect the user from its electric charge), arcsilver cannot be used in conjunction with other special materials.

Type of Item Item Cost Modifier
Weapon +2,000 gp
Armor and shields +3,000 gp


HP/Inch 3; Hardness 5; Cost 15 gp per pound of the original item weight

Featherglass is a rare material found in the high places of the world, a translucent substance that looks like hazy skyblue ice or glass and weighs little more than air.

Featherglass can be treated in a number of ways to make it either flexible or stiff and brittle, and can be used to create almost any item, though it is too fragile to create effective weapons and armor. Any object made out of featherglass weighs one-eighth of what a normal object would weigh. Featherglass objects are considered weightless for the purposes of telekinesis.


HP/Inch: 10; Hardness: 8; Cost 10 gp per pound

Other than being unusually smooth textured, flowstone appears to be normal dark gray stone, its special properties only becoming apparent when it is manipulated with telekinetic powers. While to hand and tool it is solid and rigid, it molds and shapes like clay under the direction of telekinesis.

By using telekinesis you can shape flowstone instead of lifting it, affecting an amount of it equal to your normal size limit as a full-round action. Any simple shape may be imposed on the flowstone this way, such as flattening a side or shaping it into a rough ball. For something more complicated or finely detailed, more time must be taken: with each full-round action you may shape 1 cubic foot per caster level of your telekinesis effect, allowing you to create specific items or precise shapes, though a Craft check may be required to create anything complex, such as artistic shapes or moving parts. Changes imposed on flowstone in this way are permanent until changed through another use of telekinesis.

Due to its moldability, under the influence of telekinesis two or more portions of flowstone may be merged into a single object, either repairing broken items or simply creating larger masses to work with. Because it normally acts as stone, flowstone is largely unsuitable for weapons and armor.

Flowstone is normally sold in at least 10 pound lots. Smaller portions are generally priced higher per pound while lots measured in hundreds or thousands of pounds may be discounted.

A cubic foot of flowstone weighs 150 pounds, while a 5-foot cube of flowstone weighs nearly 20,000 pounds.


HP/inch: as wood; Hardness: as wood; Cost To determine the price of a greenwood item, use the original weight but add 50 gp per pound to the price of a masterwork version of that item. Items made from darkwood cannot be made into greenwood.

The secret of greenwood lies in its harvesting. Each length is taken, with leaves still attached, from a tree animated by a treant and cut with care to avoid the death of the tree. A dryad then speaks to and shapes the wood, coaxing the living green of the leaves into the grain of the wood itself. The resulting wood remains alive as long as it is doused with at least one gallon of water (plus 1 gallon for every 10 pounds of the item’s weight) once per week and allowed to rest for an hour in contact with fertile soil. Any wooden or mostly wooden item (such as a bow or spear) made from greenwood is considered a masterwork item. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from greenwood or do not gain any special benefit from being made of greenwood.

When damp and in contact with fertile soil, living greenwood heals damage to itself at a rate of 1 hit point per hour, even repairing breaks and regrowing missing pieces. If the weapon has the broken condition, it is repaired during the first hour of contact with fertile soil. Greenwood items take only one-quarter damage from fire.

Greenwood can be altered or enhanced with wood-shaping magic such as ironwood, shape wood, and warp wood. The duration of any such effect on a greenwood item is doubled.

Shadow Cord

Price: +1200 gp (this includes the cost of masterwork)

Shadow cords are thin threads of stable shadowstuff woven into clothing or light armor. Shadow cord responds to glamers and improves their efficacy when placed on the wearer. Any glamer cast on the wearer is treated as if it had an additional (sensory) talent of the wearers choosing applied to it and a +1 circumstance bonus to the effective caster level of that glamer.

Stable Shadowstuff

Weapon Price: +2,000 gp (this includes the cost of masterwork)
Armor Price: +4,000 gp (this includes the cost of masterwork)

A stabilized form of shadowstuff can be created via Permanent Illusions and strange rituals. Weapons and armor made of this quasi-real material become practically weightless and unbreakable by conventional means. Unfortunately this makes them also far less effective and lethal than their completely real counterparts.

Objects made of stable shadowstuff are treated as illusions with the shadow descriptor in addition to the object and materials they are emulating. They interact with spells and sphere effects as shadow illusions would, treating their wielder as their source. They are unaffected by the destroyed condition and cannot have their native state permanently altered after their creation. If suppressed or modified by magic, shadowstuff objects return to their native physical state upon reaching their full hit points (instantaneous effects such as warp metal or warp wood reduce a stable shadowstuff object to 1 hit point in addition to its normal effects). Their nature is unaffected by disbelief and all listed and stats and abilities remain unchanged even if revealed to be a shadow illusion.

Equipment made of stable shadowstuff has 5 hit points per inch of thickness and a hardness of 0. Stable shadowstuff stubbornly retains its shape and regenerates half its hit points (rounded up) each round and can even restore itself from the destroyed condition.

Weapons and ammunition made of stable shadowstuff have their weight reduced to 1/5th their normal weight, gain the fragile quality and may be treated as up to 2 sizes smaller by their wielder if to do so would be beneficial for the purposes of attack penalties and hands required to wield the weapon.

Attacks and abilities using shadowstuff weapons or ammunition resolve as touch attacks and ignore damage reduction and energy resistance, but deal exclusively nonlethal damage, as well as have all damage they deal halved (rounded down). This limitation also applies to all additional damage added from any source.

Only leather (not studded leather) armor, padded armor, bucklers, and light shields can be made of stable shadowstuff, but that armor may appear to be, and is treated as, any armor or shield type (including unarmored) if to do so would be beneficial to the wearer. Shadowstuff armor weighs 1/5th its normal weight, has its armor check penalty reduced by 3, spell failure chance reduced by 20% and its maximum Dexterity bonus improved by 4. Donning or removing stable shadowstuff armor is always a swift action.

Unstable Shadowstuff

Price: 100 gp per part (a part is equal to one Tiny-sized object)

Unstable shadowstuff is an amorphous blob of no discernible color behaving like something between liquid and smoke. It falls or drips at an erratic rate as if its mass and density are in constant flux. Occasionally it has been seen to ignore conventional rules of gravity and matter by crawling up walls, dripping upwards or moving through solid objects unpredictably. Parts of shadowstuff kept together, no matter how many, take up no more space than a single part. Those who utilize this odd material usually keep a massive reserve in an inkwell made of stable shadowstuff to prevent the surreal properties of the material from allowing it to leak out or escape.

Characters with the Illusion sphere can quickly but temporarily shape unstable shadowstuff into semi-stable forms. By spending a spell point as a standard action, an illusionist may transform unstable shadowstuff into any mundane non-masterwork object of the same approximate mass (Tiny size).

Multiple parts of this strange stuff can be used to create a single larger object. This object retains its new form for 1 minute per Illusion caster level of the shaper.

Unstable shadowstuff may be consumed like a material component as part of the action to use a sphere effect or class feature with the (shadow) descriptor. If consumed, grants a +2 circumstance bonus to caster level of the effect.

Unstable shadowstuff, when shaped, behaves in all ways as stable shadowstuff except its native physical state is that of an amorphous blob. If destroyed, suppressed or altered it reverts to that state.

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