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LIMITED EDITIONS - Volume II

KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


Written By Rodney W. West
Illustrated By Bradley K McDevitt

Requires the use of the Dungeons & Dragons Third Edition Core Books published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.

KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


Koburs Encyclopedia of Exotic Ores whips
even the most composed alchemist into a
slavering frenzy. This epic tomes richly
detailed notes on exotic ores places it at the top
of any sane alchemists wish list.
- Sahryn Bluth, High Loremaster of Hairn

Description
Though the alchemical formulae and descriptions
found within Koburs Encyclopedia of Exotic Ores
have found their way into scores of texts, the
unique properties of the tome have never been
fully duplicated.
Even without the richness of its contents, Koburs
Encyclopedia of Exotic Ores is a masterwork artistic
treasure. It is easily mistakable for an ore-carved
statue of a massive arcane tome. The tomes overall
dimensions when closed are 1 feet wide by 2 feet
tall by 8 inches deep. The tome weighs in at a hey
50 pounds.
The covers and spine of Koburs Encyclopedia of
Exotic Ores are composed of an iridescent ore full of
rich metallic hues. The ore used in the construction
of the covers and spine dees classication. The
1 inch thick front cover is scored with a series of
deep, precise runes giving the name of the tome in
Terran. Shallower runic symbols for a plethora of
ores are arrayed in a grid paern spanning the both
covers and the spine of the tome. The covers are
joined to the spine by a pair of platinum hinges,
one per cover.
The interior pages of Koburs Encyclopedia of Exotic
Ores are made from a vast array of ores woven into
a papyrus-like fabric. Each page is the result of
the weaving of a single ore in such a fashion. The

LIMITED EDITIONS - Volume II

total page count for the book is an incredible 1,000


pages. As with the cover, the text inside the book
is wrien in crisp, clear Terran runes. These runes
are the product of acidic etching.

grown fond of the Jendryl, and remained with


him where the rest of the party had le. Over the
years, Jendryl grew to return the aections of the
Koburra.

When subjected to spells that detect magic, Koburs


Encyclopedia of Exotic Ores radiates a strong aura
of transmutation. Spells that detect the presence
of ores, and earth elementals also reveal strong
auras.

The relationship of the two culminated in a most


unusual racial combination, a half-elf/half-dwarf.
Tragically, Koburra died during childbirth. Jendryl
named the child Kobur, in honor of his mother.
Coming to regard the plane as a poor environment
for child rearing, Jendryl used the arcane powers
he had developed over the years to open a portal to
the Material Plane, never returning to the Elemental
Plane of Earth.

History
The story of Koburs Encyclopedia of Exotic Ores
began in a very unexpected location. The hunt for
exotic ores would most obviously be associated
with dwarves or gnomes. Though a dwarf did play
a role, the beginning of the story lies with a young
wood elf named Jendryl Amberwind. Where his
kindred were enamored with the plants and animals
of the forest, he was more interested in what lay
beneath the soil. The village elders believed this
to be a youthful fancy. With each passing decade,
however, Jendryls curiosity grew.
Eventually Jendryl le his tribal village to continue
has studies. He seized upon the opportunity to
travel to the Elemental Plane of Earth with a party
of humans and dwarves. Though his companions
quested for treasure, Jendryls reward was in the
discovery of undocumented ores.
Soon aer arriving on the plane, the partys mage
was slain by an earth elemental. With the passing
of the mage, the party was stranded. The group
quickly broke down, with most of the members
abandoning one another to search for their own
way home. Jendryl had no interest in returning
home, however. A female dwarven cleric in the
party named Koburra of the Obsidian Ridge had

Life for a normal half-elf is oen dicult, lled


with rejection. More so for a child born to elven
and dwarven parents. At birth, Kobur looked
like an elven child. As he grew, however, his
unique nature became apparent. His face retained
basic elven features, including the lack of facial
hair, pointed ears, and the shape of his eyes.
However his physique was obviously dwarven,
complemented by a shock of red dwarven hair. His
skin tone and eyes were his most unique features,
belying an elemental bloodline on the part of one
of his parents. His tanned skin was ecked with
granite-colored patches. Koburs eyes mirrored
multi-faceted diamonds.
Jendryl was constantly on the move with his son,
rejected by human, elven, and dwarven society
alike. But Jendryl was above resentment, instead
focusing on the notes he had gathered while
on the Elemental Plane of Earth. When Jendryl
succumbed to a slow-acting disease acquired while
on the Elemental Plane of Earth, the adolescent
Kobur took his fathers compiled notes, and moved
to the nearest large city.
The

youths

massive

frame

and

incredible

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KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


endurance made him a natural t for manual
labor. During this time, he came to the aention
of a regional gladiatorial arena. Soon, the young
Kobur acquired a reputation for his gladiatorial
skills. Though many viewed the youth as a simple
brute, Kobur expanded on his fathers research,
combined the theological research into deities of
earth and cra.
With considerable earnings from the ring, Kobur
retired from gladiatorial combat to further pursue
his research, adding arcane and divine skills to
his repertoire. Word of this gladiator turned
mage-priest quickly spread among the academic
community. Academic pilgrims began appearing
on Koburs doorstep, seeking council on alchemical
issues. Kobur was happy to oblige, freely trading
information and taking on apprentices. This
eventually led to the formation of The Kobur
Institute for Alchemical Studies.
It was during this time that Koburs Encyclopedia of
Exotic Ores was started. Initially the tome was a
simple text containing Koburs notes on various
ores. Eventually he developed the skills to bind ores
to the pages in the book. He also began weaving
the strong protective magics that preserve Koburs
Encyclopedia of Exotic Ores. Kobur spent decades
lling the massive tome, normally on forays to the
Elemental Plane of Earth.
The last recorded sighting of Kobur was on an
expedition to the Elemental Plane of Earth. Only a
single member of the party accompanying him was
slain. The lone survivor told of an epic bale with
a troupe of re elemental princes. As the survivor
was eeing through a portal, he witnessed Kobur
accompanied by a pair of earth elementals making a
nal stand against the princes. Koburs Encyclopedia
of Exotic Ores was slung over Koburs back as he
made this nal stand.

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Without Koburs guiding hand, The Kobur Institute


for Alchemical Studies quickly fell apart. Within
50 years, it no longer had any members. Within
200 years, its name was forgoen.
Koburs Encyclopedia of Exotic Ores rst resurfaced
aer three millennia in the hands of a dwarven
mining team. They told of nding the tome buried
beneath the ruins of a collapsed citadel on the
Elemental Plane of Earth. Over the centuries, the
tome changed hands as ruling clans in the dwarven
kingdom changed. The tome was eventually lost
under unrecorded circumstances.
Since that time, Koburs Encyclopedia of Exotic Ores
has reappeared frequently, always on the Elemental
Plane of Earth. The detailed descriptions and spells
have been copied into the libraries of a diverse
group of sages. The last known location of the tome
was in the hands of a gnome transmuter named
Gorin Brownweb. His current whereabouts are
unknown, but it is rumored that he was mounting
an expedition to the Elemental Plane of Earth.

Contents & Special Qualities


Koburs Encyclopedia of Exotic Ores is an incredibly
powerful research tome for anyone interested in the
study of ores. The book contains well-organized,
detailed notes and alchemical formulae on a vast
range of materials. Though primarily concerned
with ores, notes on other types of materials, such
as papers and woods, can be found throughout the
book.
As with many tomes of power, gaining access to
the information inside Koburs Encyclopedia of Exotic
Ores is not as straightforward as opening the book.
The book remains fused shut unless certain criteria
are met. Short of a wish or miracle spell, the tome

will resist all


The simplest criterion is related to the lineage of
the creature aempting to open the tome. If the
creature possesses the earth subtype, the book can
be freely accessed. This is true regardless of the
dilution of the creatures lineage.
If the creature aempting to open Koburs
Encyclopedia of Exotic Ores worships a deity whose
portfolio includes mining or ores, the tome is
easier to open. Clerics of such deities can freely
open Koburs Encyclopedia of Exotic Ores. Other
worshippers must pray for daily for an hour to
gain access to the tome. There is a cumulative 5%
chance per day that their prayers will be answered.
Once a petitioner gains access to the tome, he no
longer needs to pray for access to be granted.
A creature with a dwarven bloodline can open
the tome by touching an ingot of pure ore to its
corresponding alchemical symbol on the cover of
Koburs Encyclopedia of Exotic Ores. This process
must be repeated each time the creature wants to
gain access to the tome.
For a creature that is unable to meet any of the
other criteria, the nal option for opening Koburs
Encyclopedia of Exotic Ores is much more rigorous
and complex. The creature must rst gain the
permanent ability to speak Terran. The ability to
speak Terran may be gained through study, spell,
or item. However, the acquisition of the linguistic
skill must be permanent, not dependent on the
presence of an item or duration of a spell. Once the
creature gains the ability to speak Terran, it must
cra a key from an ingot of pure ore into the shape
of its corresponding alchemical symbol. The key
will only be usable for the creature that carved it.
Once the creature completes these tasks, it can open
Koburs Encyclopedia of Exotic Ores at any time by

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KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


pressing the key to the corresponding alchemical
symbol.

followed by its Terran name. Also included is a list


of common names for the ore.

The rst few pages of Koburs Encyclopedia of Exotic


Ores contain an index of the ores contained within
the tome. Each entry in the list contains the Terran
name for the ore, its alchemical symbol, and a
thin strip of the ore bound in a exible substrate
on the page. The page number for the start of an
ores entry is listed to the side of the le of the ore
name.

The basic information on each ore is followed by


a section detailing where the ore is commonly
found and the most eective mining techniques to
retrieve the ore. Aer describing how to acquire
the ore, smelting and craing techniques specic
to the ore are given. Finally, a short history of the
ore is given.

Following the contents is a table of indexed by ore


alchemical symbols. Listed next to each symbol are
common names used to refer to the ore.
Next is a section on basic mining and craing
techniques. This information is very general,
but provides a wealth of useful information. By
reading this section for 8 hours a day for 1 month,
the reader gains a permanent +2 bonus on all Cra
(alchemy) and Cra checks using raw ores.
Following the mining and craing techniques is a
short section detailing a small selection of spells
related to ores. Also included in this section are
instructions on how to cra a small selection of
magical items.
The meat of Koburs Encyclopedia of Exotic Ores,
however, is the description of ores and materials
found therein. Some of the ores and materials
detailed are quite common, such as platinum or
silver. The more common substances are listed at
the beginning of the book.
Each entry is etched on a set of pages composed
of the ore or material woven together with a
papyrus-like substance. The detailed information
for each entry follows a standard format. First,
the alchemical symbol for the ore is listed. This is

LIMITED EDITIONS - Volume II

The nal section of each entry is of greatest interest.


This section begins with alchemical notes on the
ore. This section details the special properties
of the ore. Additionally, idiosyncratic handling
information for the ore is listed. The section is
concluded with a single perforated page containing
a large etching of the ores alchemical symbol. By
tracing the symbol and speaking the Terran name
for the ore, the reader is able to tear the perforated
page from Koburs Encyclopedia of Exotic Ores. Once
removed, the page instantly transmutes into a 1
inch by 24 inches by 16 inches sheet of the material.
This sheet only exists for 1 hour. The sheet cannot
be used as a spell component, but can be used
normally for any other purposes. Aer 1 hour, the
sheet dissipates into nothingness. The sheet grows
back in Koburs Encyclopedia of Exotic Ores aer 24
hours. Only three sheets can be removed from the
tome in this way in any 24-hour period.

can be detected through the ability.


The knowledge of materials contained within the
tome gives the possessor a special insight into the
fracture points in any ore. The possessor of the
tome can ignore a number of points of hardness of
any pure material equal to his Wisdom modier.
The possessor of Koburs Encyclopedia of Exotic
Ores also becomes more adept at combating earth
elementals. This translates into a +1 bonus on
aack and damage rolls versus earth elementals.
Additionally, the amassed knowledge of mineral
structures allows the possessor of the tome to score
critical hits against earth elementals.
The possessor of the tome gains 2 additional
spell-like abilities, each usable once per day. The
creature can plane shi to the Elemental Plane of
Earth. The creature can also use the mineral body
spell, duplicating any ore found within the book.
These spell-like abilities are cast as a sorcerer with
a level equal to the creatures hit die.

Koburs Encyclopedia of Exotic Ores grants several


boons in addition to the bonus to Cra checks.
Several of the abilities are only active while the last
reader has it in their physical possession.

Additionally, Koburs Encyclopedia of Exotic Ores


may eect permanent physical changes in a reader.
During any day that a creature reads the book
for more than 12 hours, the creature must make
a Fortitude save with a DC equal to the number
of consecutive days that the condition has been
met. On a failed save, the creature gains the Earth
subtype permanently. The creature gains a burrow
speed equal to the normal speed of its primary
form of locomotion. It may burrow through solid
rock with this ability.

The possessor of Koburs Encyclopedia of Exotic Ores


gains an innate sense of the location of ores. Once
per day the possessor can select a single type of ore.
For the rest of the day, the possessor gains use of
the detect ore ability at will. Only the selected ore

Koburs Encyclopedia of Exotic Ores is an incredibly


resilient tome. This is in part due to the durability
of the ores composing the tome. However, Koburs
Encyclopedia of Exotic Ores also possesses powerful
protective magics and a rudimentary animal-like

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KOBURS ENCYLCLOPEDIA OF EXOTIC ORES

intelligence. The tome is immune to damage to re,


acid and water damage. If any creature aempts
to intentionally damage the tome, the tome can
cast elemental swarm as a 20th level cleric. The
summoned elementals are earth elementals. If
an eect or damage would destroy the Koburs
Encyclopedia of Exotic Ores, it instead shis to a
random location on the Elemental Plane of Earth.

LIMITED EDITIONS - Volume II

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KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


ARCHASYN
Other Names: Mageboon steel, spellcage metal
Hardness: 10
HP: 20 hp/inch
Archasyn is a unique ore of great utility to warriormages. This iron ore helps compensate for the
inherent penalties of wearing armor. Archasyn is
a type of iron ore formed when powerful arcane
energies pass through mundane iron ore. This oen
occurs at the scenes of cataclysmic spell bales.
PHYSICAL DESCRIPTION
Raw archasyn ore has more luster than mundane
iron ore, with a silversh tine. Its surface is
constantly shimmering with arcane energies,
giving the appearance of liquid light. Archasyn
radiates a moderate aura of indeterminate magic
when subjected to detect magic. Worked archasyn
always resembles highly polished steel, though
its surface still displays a constant shimmering of
arcane energies.
Archasyn is as hard as steel, but slightly weaker.
It has a hardness of 10 and 20 hit points per inch.
Archasyn is lighter than steel, having a weight
three-quarters of an equivalent volume of steel.
Archasyn can be used to cra any item that can be
craed form steel.
SPECIAL PROPERTIES
When used for weapons or mundane items,
archasyn does not grant any special abilities. The
ores benet comes when used in the forging of
armor. Armor forged from archasyn provides the
same protection as steel armor. The chance of spell
failure is also the same while wearing archasyn.

LIMITED EDITIONS - Volume II

If a caster wearing archasyn suers arcane spell


failure, there is a chance that the armor retains the
spell energy, restoring it to the caster. The chance
that the armor absorbs the arcane energy is equal
to the percentage chance of spell failure due to the
armor plus the casters level. If the arcane energy is
absorbed, the caster can choose to allow the arcane
energy to return to its body. The energy can only be
re-absorbed by the caster on the round of the spell
failure, and causes a number of points of non-lethal
damage equal to the spell level. For spontaneous
casters, such as sorcerers, they automatically regain
the spent spell slots. For casters who must prepare
spells ahead of time, the spell is re-imprinted on
the casters memory. Any components used in
the casting of the spell are consumed normally,
however.

During this period, it is in what many refer to


as a cooling phase. While cooling, the ore
becomes immaterial, dragged toward the core of
the world. The resulting depth is unreachable by
most miners.

Additionally, the armor absorbs energy from spells


that are interrupted during casting. If the caster
chooses to re-absorb this spell energy, the damage
caused is lethal, and cannot be prevented.

Though the same basic shaping techniques used


in forging normal iron armor can be used with
archasyn, special precautions must be taken to
maintain its special qualities. The forging must
be done in areas devoid of magic. If any magical
items, creatures, or spells enter within 20 feet of the
ore during the forging, the ore reverts to mundane
iron ore. Additionally, no other enchantments can
be added to a suit of armor made from archasyn.

In order for an arcane caster to use archasyn armor,


the armor must rst be auned. This is a relatively
simple process. The caster must cast one spell
of each available level while wearing the armor.
Higher-level spells must be cast rst. If the armor
is removed while being auned, the process must
be restarted. Once auned, the armor may be
removed or re-equipped normally. If a new arcanist
acquires a used suit of archasyn armor, it must be
purged of the inuence of the previous caster. The
new owner must cast a targeted dispel magic spell
on the armor, with the opposed caster level equal
to the level of the previous owner.

Archasyn cools into loads averaging 100 to 500


pounds. These lodes are most oen found deeply
embedded in molten rock. Miners must carry
special tools to deal with the intense heat. Once
the ore has been extracted, it must be placed in a
container imbued with an antimagic eld. If this is
not done quickly, the ore reverts to mundane iron
ore. The normal degradation rate is 1 pound per
minute.
CRAFTING

COST
Light Armor: +7,000 gp
Medium Armor: +14,000 gp
Heavy Armor: +21,000 gp

MINING
Archasyn ore cannot be mined immediately
aer the release of powerful arcane energies.

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KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


Endradite
Other Names: Bursting Ore
Hardness: 8
HP: 10 hp/inch
Endradite is highly sought for weapons and armor.
The ability of endradite to store dierent energy
forms is useful for both oense and defense.
PHYSICAL DESCRIPTION
Though a form of stone, endradite can be shaped
like steel. Endradite possesses the texture of
granite, but has a dull metallic sheen broken
by pulsing pinpricks of light. Endradite occurs
naturally in any region coursing with high levels of
energy, such as plains bathed in re or mountains
constantly awash in rolling lightning.
Endradite is as hard as stone, but weaker. The ore
has a hardness of 8, with 10 hit points per inch.
The weight of a lode of endradite is approximately
the same as an equivalent volume of stone.
SPECIAL PROPERTIES
Endradite is able to absorb and discharge all forms
of energy. Any spell or ability that has an energy
descriptor, such as re, sonic, or cold, charges the
endradite. For each hit die of energy the ore is
subjected to, it stores 1 hit point of dischargeable
energy. The ore stops absorbing energy when
the total number of absorbed hit points equals 10
times the ores weight in pounds. This energy can
be discharged each round at a rate of 1 hit point
per pound. An item created from juxtrite forms a
weak bond with the possessors neural discharges.
It takes 1d10 rounds for someone to synch with an
item craed from endradite. Aer this time, the
possessor can trigger energy discharges as a free

LIMITED EDITIONS - Volume II

action or on a successful strike.


MINING
Endradite lodes are normally located near the
surface of regions awash in energy discharges.
An endradite deposit may range anywhere from
a few pebbles to a massive boulder, though larger
deposits a far less common. The average lode size
is 100 to 500 pounds.

forges exist for working the ore.


COST
Ammunition: +50 gp
Weapon: +2,000 gp
Light Armor: +4,000 gp
Medium Armor: +8,000 gp
Heavy Armor: +12,000 gp
Shield: +4,000 gp

Because of its close proximity to the surface, raw


endradite can be mined using lile more than
a simple miners pick and shovel. Care must be
taken when handling raw endradite, however.
Any conductive surface, such as an iron tool or a
humans esh, has the potential to cause a deposit
to discharge some of its stored energy. There is a
1% chance per 10 pounds that such contact results
in a burst of energy. The energy burst causes 1d4
points of damage to everything within 1 foot per 10
pounds. Beyond this hazard, mining of endradite
is relatively safe.
CRAFTING
Craing endradite into a useful form is a time
consuming and expensive process. A variety of
alchemical potions must be applied to the ore to
prevent random discharges of energy. Until this
treatment has been preformed, the ore is far too
volatile to shape.
Aer treatment, the ore must be forged at alternating
extremes of heat and cold. The temperature must
alternate rapidly between the extremes. Failing to
alternate the temperatures rapidly can result in a
sample being rendered inert. Crasmen who are
experienced at working with this unique ore have
learned to modulate the temperatures based on the
color of the ore. For those less experienced, special

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KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


Juxtrite
Other Names: Planar steel
Hardness: 12 (ethereal), 11 (shadow), 14
(ethereal+shadow)
HP: 32 hp/inch (ethereal), 31 hp/inch (shadow), 35
(ethereal+shadow)
Juxtrite is a category of rare planar iron ores. Juxtrite
is formed from the existence of contemporaneously
existing iron ores on coexistent planar locations. For
example, a lode of iron ore on the prime material
plane that comes to rest in the same a location
coexistent to a lode of iron ore on the ethereal plane
has the potential to congeal into a lode of juxtrite.
The new lode only exists on one of the original
coexistent planes. The base iron ore lodes on the
individual planes must come to a coexistent location
without direct conscious interference of external
forces. Because of this requirement, the formation
of juxtrite is quite rare, requiring a reaction on the
astral plane to bind the lodes together.
PHYSICAL DESCRIPTION
Juxtrite shares many properties with mundane iron
ore. Juxtrite is magnetic, conducts electricity and is
susceptible to rust. Because of its unique nature,
juxtrite is harder and heavier than simple iron ore.
Three common forms of juxtrite have been
reported. The most common ore is coexistent with
the ethereal plane. This metal appears as a milky
gray metal. It weighs 20% more than standard
iron ore. The second most common is coexistent
with the plane of shadow. This ore is jet black, and
does not reect any light. It weighs 15% more than
standard iron ore. Much less common is the third
form, being coexistent with both the ethereal plane
and plane of shadow. This form of the ore is oen
mistaken for a light gray crystal. It weighs 50%

LIMITED EDITIONS - Volume II

more than standard iron ore.


Other forms of juxtrite have been theorized to exist,
but no known samples have been documented.
SPECIAL PROPERTIES
Juxtrite possesses unique properties that
dierentiate it from mundane iron ore. The astral
maer binding the ore together prevents any
benets from the usage of ectoplasm. Travel using
the astral plane or any of the coexistent planes
from the original ores is unable to pass through the
juxtrite. Juxtrite also aects creatures on coexistent
planes as if they were on the same plane as the
mined ore. For example, a sword forged from
juxtrite coexistent with the ethereal plane can strike
a creature in ethereal form as if it were not ethereal.
Additionally, a creature able to bypass armor by
using the ethereal plane would be unable to aect a
creature wearing juxtrite in this manner. The planar
density of juxtrite also aects those moving near
the juxtrite. Juxtrite eects all travel on coexistent
planes to a radius of 10 feet/5 pounds. Any aempts
to teleport or use dimensional travel within this
radius result in the traveler materializing within 15
feet of the ore. A will save with a DC of 10+1 per 5
pounds of ore negates this eect.

The juxtrite separates from the mundane iron ore


easily during the rening process.
CRAFTING
The same techniques use to cra items from
mundane iron ore can be used to cra items from
juxtrite. However, a crasman must account for
the fact that the ore is denser than mundane iron
ore. Any item that can be craed from mundane
iron ore can be craed from juxtrite.
COST
Ammunition: +50 gp (ethereal), +40 gp (shadow),
+80 gp (ethereal+shadow)
Weapon: +3,000 gp (ethereal), +2,000 gp (shadow),
+4,000 gp (ethereal+shadow)
Light Armor: +4,000 gp (ethereal), +3,000 gp
(shadow), +6,000 gp (ethereal+shadow)
Medium Armor: +8,000 gp (ethereal), +6,000 gp
(shadow), +12,000 gp (ethereal+shadow)
Heavy Armor: +12,000 gp (ethereal), +9,000 gp
(shadow), +18,000 gp (ethereal+shadow)
Shield: +4,000 gp (ethereal), +3,000 gp (shadow),
+6,000 gp (ethereal+shadow)

MINING
The size of a lode of juxtrite ore is normally one
quarter the size of a lode of mundane iron ore.
The greatest diculty in mining juxtrite is nding
a lode of the ore. This is due to the fact that a
lode of juxtrite is indistinguishable from a load
of mundane iron ore. In most instances, a lode of
juxtrite is embedded in a lode of mundane iron ore.
Once a lode has been located, it can be mined using
the same techniques used for mundane iron ore.

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Kalidric Shale
Other Names: Brinerot clay
Hardness: 7
HP: 13 hp/inch
Kalidric shale is found in the deepest ocean chasms.
Kalidric shale is seldom found outside of the briny
depths, and can only be mined by those able to
withstand the crushing pressure on the ocean
oor.

and oxidize metal. Any wood item coming into


contact with kalidric shale must make a Fortitude
save with a DC of 15. Metal items must make a
Fortitude save with a DC of 10. On a failed save,
the item permanently loses one point of hardness.
MINING

PHYSICAL DESCRIPTION

Veins of kalidric shale are found only at the deepest


ocean depths. Most air-breathing creatures lake
the ability to function at these crushing depths.
Even aquatic creatures from shallower depths are
seldom able to mine kalidric shale.

Kalidric shale is a brile algae-green rock. It occurs


in paper-thin layers that are easily broken o. It
is dicult to use in its natural form, but quickly
hardens into clay when crushed, trapping seawater
inside. This hardening happens naturally, in the
absence of heat. The only requirement is high
pressure. This hardened clay can be used to
shape virtually any item, including blades with
surprisingly keen edges.

Deposits of kalidric shale can grow quite large


encompassing entire strata in aquatic chasms.
Miners oen setup camps that can extract the rock
for decades from a single deposit. Since the nal
usable form of kalidric shale is a clay composed
of crushed ore, extracted samples are most
oen ground into a small pebbles by the mining
equipment. This gives the added benet of samples
that are easier to store and transport.

Worked kalidric shale is soer and weaker than


stone. As a clay, it has a hardness of 7 and 13 hit
points per inch. It only weighs half as much as a
comparable volume of stone.

CRAFTING

SPECIAL PROPERTIES
Kalidric shale possesses the ability to convert any
source of moisture to saltwater. Even the smallest
amounts of water can be converted in this way. A
creature wearing kalidric shale armor can breathe
normally in any environment containing moisture,
even in air. For this reason, aquatic marauders
specializing in raiding surface villages prize
kalidric shale armor.
Additionally, kalidric shale items quickly rot wood

LIMITED EDITIONS - Volume II

Other Items: +25 gp/lb


Light Armor: +500 gp
Medium Armor: +1,000 gp
Heavy Armor: +1,500 gp
Shield: +500 gp

Raw kalidric shale is far to brile to shape use in


the creation of items. Instead, it is worked into clay,
and then molded into a usable form. Pulverized
ore can be ground and combined with saltwater at
any depth. However, to get the clay to retain its
form, it must be ash-frozen under high pressure.
COST
Ammunition: +10 gp
Light Weapon: +50 gp
One-Handed Weapon or One Head of Double
Weapon: +150 gp
Two-Handed Weapon or Both Heads of Double
Weapon: +300 gp

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10

KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


Necrotic Core
Other Names: Wraith Heart, Sorrowborn gel
Hardness: 5
HP: 5 hp/inch
Necrotic core is the distilled from the lost hopes and
dreams of the dead. Prized by necromancers, it is
condemned by those who venerate life. Necrotic
core is one of the most dicult materials to acquire.
It only occurs beneath the clay of rivers through
planes of the dead. These rivers are used as trade
routes for the souls of those with no allegiances in
life. These are the great rivers of the lost, and this
is their sorrow.
PHYSICAL DESCRIPTION
Raw necrotic core is a so, gel-like substance. It
looks like smoke trapped in a translucent gel.
An imperceptible chorus of whispering, wailing
moans can be heard coming from the ore. Worked
necrotic core is as hard as wood, but much weaker.
It has a hardness of 5 and 5 hit points per inch. It
is virtually weightless, weighing 1 pound per cubic
foot. Necrotic ore can be fashioned into almost any
item, though the items are fragile.
SPECIAL PROPERTIES
When an undead is equipped with armor created
from necrotic core, the undeads hit die increases
by 1d4. This type of armor is usually reserved for
more powerful undead, as the armor is much too
expensive to risk losing. A necromancer wearing
necrotic core armor is able to command 50% more
undead than normal. Any creature wearing necrotic
core armor gains a bonus to armor class equal to
the creatures Charisma modier. This is due to the
hesitation of undead in striking a creature girded
in necrotic core. Additionally, touch aacks from

LIMITED EDITIONS - Volume II

wraiths and other undead are unable to bypass


necrotic core armor.
Weapons created from necrotic ore do not damage
undead. However, living creatures struck by
necrotic core suer a cumulative 1 morale penalty
on aack rolls. Additionally, the eect of spells
such as cure light wounds only cure half the normal
number of hit points when used to heal injuries
inicted by necrotic core.
Spells from the necromancy school are beer able to
be channeled through necrotic core. The eective
caster level for an arcanist casting a spell focused
through necrotic core is augmented. The casters
eective level is considered 1 level higher for every
4 actual caster levels.
MINING
Though occurring in lodes of 1,000 pounds or
more, necrotic core is almost impossible to mine
from beneath their river coverings. The rulers
of these routes are vicious defenders of their
territories. Mining of necrotic ore is viewed as an
unparalleled act of aggression by these entities.
Mining operations must be carried out covertly,
with unthinkable penalties for discovery.
Only living creatures are able to handle raw
necrotic core. If a construct or undead touches
the ore, the necrotic core immediately dissipates.
Parties mining necrotic core seldom employ nonliving aid. Any miners touching the ore before
it is brought to the surface must have some form
of protection from enervation. However, a party
of living creatures is bound to draw aention in
regions containing necrotic ore.
A host of unnamable creatures feed on the necrotic
core. Once brought to the surface, the misery

contained within the substance whips these


creatures into frenzy. These creatures hound
miners or any other creature possessing the raw
necrotic core until the substance is worked. Even
planar boundaries provide lile obstacle to these
tireless hunters. Once worked, however, necrotic
core no longer evokes such obsessive hunger.
Despite the inherent risks in retrieving the ore, the
high price paid by necromancers for necrotic core
is oen seen as worth the eort. Those who are
able to survive even a single mining mission may
become wealthier beyond their wildest dreams.
CRAFTING
Necrotic core is surprisingly simple to cra, given
the diculty involved in acquiring a sample. Raw
ore has a clay-like malleability. It can be shaped into
weapons, armor, or a host of other items. The only
unusual part of craing items from necrotic core
is adding rmness to the creations. The blood of
a living creature must be drained directly onto the
surface of the item. The creature must be completely
drained, with the blood completely absorbed by
the necrotic core. The drained creature must have
an intelligence of 8 or more. One creature per item
is required for this grotesque ritual. Once the ritual
has been completed, the material can no longer be
reshaped.
COST
Ammunition: +100 gp
Weapon: +5,000 gp
Other Items: +1,000 gp/pound
Light Armor: +10,000 gp
Medium Armor: +20,000 gp
Heavy Armor: +30,000 gp
Shield: +10,000 gp

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11

KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


Temporalix
Other Names: Shimmering gemstone, timebenders
folly
Hardness: 5
HP: 12 hp/inch
Temporalix burns through time as hot coal melts
through snow. It exists slightly out of synch with
the normal ow of time. Though craing brings
temporalix more in synch with the standard ow
of time, its ability to bend time makes it a prized
treasure.
PHYSICAL DESCRIPTION
In its natural state, temporalix is a gemstone of
unusual color. Though similar to green, the actual
color is impossible to perceive by normal senses.
It is impossible to look directly at raw temporalix,
only viewable through peripheral vision or mirrors.
Worked temporalix is bright green. Its surface is
hazy, as if constantly radiating heat. However,
temporalix is surprisingly cool to the touch.
Temporalix is as hard as wood, but is much more
durable. It has a hardness of 5 and 12 hit points per
inch. For a gemstone, it is quite heavy, weighing 1
pound per cubic inch.
SPECIAL PROPERTIES
Temporalix warps the ow of time. The ability
to distort time is useful for defense. When
incorporated into armor, temporalix boosts armor
class and reduces damage. As aacks are made, they
are slowed by armor incorporating temporalix. For
every 15 pounds of armor, the armor class increases
by 1. Additionally, damage done by weapons is
reduced by 1 for every 15 pounds of armor.

its Wisdom modier to all Reex saves. Once per


day, the creature may also take a single bonus fullround action. If the creature uses this ability, all
other special properties of the armor are exhausted
for 1d20 hours.
However, a creature wearing temporalix-laden
armor grows fatigued in half the normal time.
Additionally, the creature ages at twice the normal
rate and automatically fails all saves versus aging.
Psions using temporalix to focus their psionic
powers gain a bonus when manifesting powers.
Any powers that aect time or velocity are
manifested as if the psion were of a higher level.
For every 5 pounds of temporalix used as a focus,
the psions eective manifester level is increased by
1.
MINING
The appearance of temporalix lodes is unpredictable.
It normally occurs in the vicinity of lodes of other
gemstones, but may occur anywhere. Lodes may
be found in any size up to 50 pounds, though 20 to
25 pounds is the average.
Given the diculty in observing raw temporalix,
many times miners are completely unaware of the
presence of a lode. Those who have mined the ore
before know to look for the telltale signs of the ore in
their eeting peripheral vision. Miners specializing
in mining temporalix commonly employ mirrored
goggles and psionic devices sensitive to temporal
distortions.

CRAFTING
To be used in items, temporalix must be craed
in the same fashion as other gems. Artisans
specializing in temporalix must make series of
precise cuts and polishes to the stone to allow it to
be perceived normally. This makes it much easier
to use standard gemcuing techniques to shape the
gemstone.
Temporalix is generally craed as an accent for
other materials, such as gold or platinum. If a
temporalix gem is to be incorporated into armor, 5
cubic inches per pound of armor is required for any
benet. The material may come from a single lode
or multiple lodes.
Temporalix is most commonly used in the creation
of non-weapon, non-armor items. In particular,
it is used in a range of items used by psions.
Additionally, it is fashioned into insets for armor
and shields. It is rarely used in craing weapons,
granting no inherent benets to these types of
items.
COST
Other Items: +500 gp/lb
Light Armor: +3,000 gp
Medium Armor: +6,000 gp
Heavy Armor: +9,000 gp

Once a lode has been located, it can be extracted in


the same manner as any other common gemstone.
There are no special handling requirements, though
most miners oen place lodes in a mirrored box to
prevent losing this dicult to nd gemstone.

A creature wearing temporalix armor may add

LIMITED EDITIONS - Volume II

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12

KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


Voidstone
Other Names: Elemental bane granite
Hardness: 4
HP: 8 hp/inch
Many scholars consider voidstone far too
dangerous to handle. Even with the aid of
powerful abjurations, the ore is potent. Only the
most foolhardy of alchemists are willing to take the
risk of craing the ore.
PHYSICAL DESCRIPTION
Voidstone is a chalky ore found on planes otherwise
completely devoid of maer. When on any other
plane, the ore constantly sheds dust that quickly
dissipates. A common mistake is that the ore is
black. This is due to voidstones ability to absorb
light. The ore is actually a pale indigo.
Voidstone is much soer and more brile than
stone. The ore only has a hardness of 4, with 8 hit
points per inch. Voidstone is far lighter than stone,
weighing a quarter of the weight of a comparable
volume of stone. Lodes of the ore are never found
in a lode greater than 20 pounds. If two lodes of
voidstone are brought within 10 feet of one another,
both decay rapidly, completely consumed within
10 minutes.
SPECIAL PROPERTIES
Most creatures are weakened when they come
within close proximity of the ore. Any living
creature coming within 10 feet of the ore is drained
of 1 hit point per round. A creature coming into
contact with the ore is drained of 5 hit points per
round. This damage cannot be restored via spells,
and are dicult to regenerate. A maximum of 1 hit
point per hour can be restored, regardless of the

LIMITED EDITIONS - Volume II

creatures normal rate of regeneration.

CRAFTING

Voidstone is much more potent to those with


elemental bloodlines.
Any creature with an
elemental subtype must make a Fortitude save
when in close proximity of the ore. If the creature
comes within 10 feet of the ore, it must make a
save with a DC of 1 per pound of ore. On a failed
save, the creature is temporarily drained of 1
Constitution point. This damage returns at a rate
of 1 point per day. This save must be repeated each
minute that the creature is within 10 feet of the ore.
If the creature comes into contact with the ore, the
save increases by 10. Additionally, the Constitution
drain is permanent.

Voidstone can be shaped using tools that can shape


chalk and other so rocks. However, the tools must
either be protected by force eects, or be composed
entirely of force. The force eects dissipate in half
the normal time when exposed to voidstone.

Weapons and items are not immune to the


draining eects. Any enchanted item must make a
successful Fortitude save with a DC of 1 per pound
of ore. On a failed save, the item loses one special
aribute or charge. This save must be repeated
once per round. Once the item has been drained
of all special aributes, it is drained of 1 hit point
per minute.

COST

Given its high volatility, voidstone is used in few


items. It is most commonly used in blunt weapons.
These items must contain a continually renewing
force eect to prevent the destruction of the
handles. It is impossible to maintain a blade edge
on voidstone, and masterwork weapons can never
be craed from the material.

One-Handed Weapon or One Head of Double


Weapon: +5,000 gp
Two-Handed Weapon or Both Heads of Double
Weapon: +10,000 gp

MINING
Voidstone is not mined like other ores. Being
the only maer empty planes, voidstone is not
embedded in other materials. Instead, it is found
oating freely. Of course, the lack of light and
innite dimensions of these planes makes locating a
lode very dicult. Divinations and an aptitude for
dimensional travel are necessities when searching
for voidstone. The only way to safely transport is
in a bag of holding or other dimensional pocket.
Any other items in the pocket dimension space
are immediately destroyed when the voidstone is
placed into the pocket dimension.

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13

KOBURS ENCYLCLOPEDIA OF EXOTIC ORES


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KOBURS ENCYLCLOPEDIA OF EXOTIC ORES

14

d20 System Reference Document Copyright 20002005, Wizards of the


Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins,David Noonan, Rich Redman, and Bruce R. Cordell,
based on original material by E. Gary Gygax and Dave Arneson.
Limited Editions - Koburs Encyclopedia of Exotic Ores, Copyright 2005,
Rodney W. West and Primal Urge Games;Author Rodney W. West. All
Rights Reserved.
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