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Magic Armor

List of Armor Enchantments

Armor of the Owl

This enchantment can only be added to medium armor or light armor. This armor is silent, not making any audible sound. Additionally you gain darkvision while wearing this armor. Finally while wearing this armor in an area of darkness, as an action you may spend a Hero Dice to become invisible for a number of rounds equal to 1 + your roll.

Cost & Creation

2,500 GP. You must craft this armor in an area of complete darkness without making a sound during the forging.

Gazing Shield

This enchantment can only be applied to shields. These shields have a variety of monstrous face motifs embossed on them, with glittering gemstone eyes. The nature of the shield must be selected upon the item’s creations.

Once per short rest, as an action, you may fire beams of magic energy from the shield’s “eyes” at a creature within 30 feet. This is your choice of a ranged martial weapon attack or a Spellcasting attack roll. This is a gaze attack. If you hit, the target suffers one of the following conditions, based on the type of face on the shield;

  • Medusa: paralyzed for 1 round.
  • Basilisk: blighted for 1 minute.
  • Lumen-Eye Toad: fascinated for 1 round.
  • Cockatrice: impaired 3 for 1 minute.

Cost & Creation

2,500 GP. You must provide 2 specially preserved eyes taken from the appropriate creature.

Intangible Armor

This armor has a faintly ghostly look to it, although it remains completely solid. While you wear the armor, intangible creatures treat you as a solid, impassible object. Additionally, you may spend a Hero Dice to become intangible for a number of rounds equal to 1 + your roll.

Cost & Creation

2,500 GP. You must use the trapped soul of a ghost or other intangible specter to forge it. Alternatively, the armor can be forged on the Astral Plane.

Mimic Armor

Your armor is formed out of small mimics that modify themselves to fit their wearer. This organic armor heals itself, restoring 10 HP per minute. You can also have your mimics consume mundane armor, a process that takes about an hour, and have it assume that form. Mimic armor remembers the last 3 kinds of armor it ate and can shift forms given 1 minute. Mimic armor may also be worn comfortably at all times as it morphs to fit your needs; you can sleep in it just fine and it can also be stored in a space half as large as you’d expect for an armor of that size. If in your space or adjacent, mimic armor can form onto your body as armor as an action.

Cost & Creation

2,500 GP worth of “mimic powder” (the powered remains of mimics) and 5 suits of heavy or superheavy armor (for it to eat, so it can learn).

Mirror Shield

This enchantment can only be added to shields. This shield is covered in a shimmering mirror finish. Once per short rest if you successfully save against a spell that only targets you, you may reflect the spell back at the caster. The reflected spell uses the caster’s proficiency and ability modifiers, just as they had first cast it.

Additionally, when targeted with a gaze attack, the effect is reflected back at the attacker rather than affecting you.

Cost & Creation

2,500 GP. You must soak the shield in a river on the Astral Plane for 1 week before attempting to craft it.

Restless (Cursed)

This enchantment cannot be added to shields. Whenever you are put to sleep or paralyzed, as a reaction you can spend a Hero Dice to cause the armor to spring to life and start moving on its own. For a number of rounds equal to 1 + your Hero Dice result, you can continue to act on your turn, although you are Tired (1) during this time. Additionally, you may sleep in the armor with issue or penalty. Curse- Sleepwalker: The armor has a habit of walking around when you fall asleep naturally. While it won’t maliciously put you in harm's way, when you fall asleep while wearing the armor there is 50% chance you wake up someplace else (typically a 5-10 minute walk from where you were). There are many stories of hilarious (but ultimately harmless) escapades restless armor gets up to. Cost and Creation 1,000 GP. You must bind a ghost, elemental, or other type of spirit into the armor as part of the crafting.

Shield Against

This enchantment can only be added to shields. Select a damage type, such as fire, sonic, or cold. This shield grants you resistance equal to your level against that damage type. The shield’s name is typically “Shield Against” followed by the damage type (“Shield Against Fire”). This is typically done with elemental damage types but rare variants exist for physical ones.

Cost & Creation

1,000 GP. Select a damage type. You must subject the materials you are going to use to craft the shield to be resistant against for 1 week (leaving them on a frigid glacier, leaving them in the desert or in a furnace, soaking them in acid, etc). Then you can attempt to craft it.

Sidebar: Expanding Shield Against Targets

If it worked in your narrative you can expand the kind of damage a Shield Against applies to. For example, a werewolf hunter might make a silver “Shield Against Werewolves” that grants resistance against all damage caused by creatures with the werewolf keyword. To craft it maybe you bathe it in wereworld blood or bury it on land sacred to them for a week. Get creative with it and see where your story takes you!

Swordbreaker

Armor and shields with this property are covered in knobs, prongs, and snags that resonate with destructive sonic power when squarely struck. Once per short rest, when struck by a manufactured weapon, you can cause a weapon to harm itself as well. The weapon takes the same damage it dealt to you, ignoring the item’s threshold. Cost and Creation 1,000 GP. You must forge the armor or shield from broken weapons.

Warded Armor

Your armor is covered in heavy wards that give you Resist (all). The value depends on the kind of warded armor you are wearing:

  • Light: Resist (all) 1
  • Medium: Resist (all) 5
  • Heavy: Resist (all) 10
  • Superheavy: Resist (all) 15

Warded armor takes strange magic to craft it and is quite frequently haunted, minorly cursed, or attracts unsavory magic creatures to it. Because of this, if you wear warded armor you seem to be sending out fireworks or burning like a bonfire to creatures with Detect (magic). This effectively makes hiding an impossibility from them.

Cost & Creation

2,500 GP, and the soul of a creature with the spellcaster or intangible keyword who was at least level 5. Alternatively a magic item of similar power worth at least 500 GP can be sacrificed in the creation.

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