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Dragon Ninja
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Magical Armors and Shields

Armor of Displacement
Armor which, when worn, will act as a cloak of displacement. When describing this, treat as if a variant of the cloak of displacement.  All testing and trials will verify this. However, at the first occurance of real combat, the entire suit of armour will displace itself 5 feet to the right and (1) fall to the ground with a loud crash, or (2) animate and follow the movements of the wearer. DM's option.
Source: tsc0265@venus.tamu.edu

Dragon Armor
It appears as a full plate made from dragon skin with an hel shaped as a dragon's head, when it's worn it perfectly fits the owner as a second skin. Every armor has the same alignment of the dragon from which it was made and can only be worn by warriors of the same alignment. The armor gives to the wearer the magical resistanze and senses of a dragon of the specified type of an age equal to half the level of the owner, additionaly a dragon of the same alignment can be called to help with a success chance of 5% per level- This dragon will help the summoner in the limits of its alignment and the knight will feel obliged to return the favor with items or actions. The armor's wearer can shapeshift into a dragon of the specified type, thrice per week, gaining all the characteristics and powers. The making of this armor requires the willing sacrifice of a Great Wyrm dragon and is given to the chosen by the Dragonlord as a sign of friendship and respect.

Flaming Shield
These shields are usually medium shields +2. Additionally, they can go aflame when the owner commands it. While the shield is burning, any fire-based attack (Fireball, Fire Arrow, etc) directed to the wielder can be absorbed harmlessly if the owner makes a to-hit roll versus a THAC0 of 10 minus the level of the attacker. Area attacks (breath, Fireball, etc) will be parried but only the wielder will be protectd: any other creature in the effect area will be influenced normally. Additionally, anyone who attacks the shield's owner with natural weapons, and misses the hit for 3 or less points, will suffer 2d6 fire damage (es. if the required to hit roll was 15 and the attacker rolls 13 he gets 2d6 fire damage. If he rolled 9 he would have missed without taking damage. If he had rolled 16 he would have hit without taking damage).

Shield of the Dead
These shields were originally created by a high-priest of the death-god (whichever pantheon the DM uses), and bears its insignia on its face. They were meant to augment the temple guards in case of emergency.  When the shield is strapped to a dead warrior or priest, the dead creature will arise as though resurrected. The creature will have all its hit points and skills and spells that it had in life, and be under the command of the priest as though it were an undead. The creature cannot be turned however. The creature will fight until again killed, the shield is somehow destroyed or removed or 24 hours have passed since donning the shield. This item can be used even on those creatures that cannot normally be raised or resurrected, and does not drain a constitution point for those that can still be resurrected. It is a great item if a warrior or priest is slain but still needed immediately. There has to be a priest of the death-god in the party however, or else the arisen is under no ones control and will attack anyone in sight for the next 24 hours, or if there is such a priest in an opposing party, and not in the party's, then that opposition priest may take control of the arisen.
Note: The DM may wish to give these shields a limited number of charges. 
Source: Robert J. Enters (whisper@wpi.edu

The Ghost Armor
Ghost armor appears as translucent plate mail. It is armor that only protects against the undead. Normal and magical items can pass through the armor as if it wasn’t there. When as undead creature attacks the armor acts as plate mail +5. All gaze attacks are negated, as are all level draining affects, even if the wearer is hit. The armor has no encumbrance and any type of armor can be worn underneath. See also the Ghost Items. Source: Jeremy.

The Ghost Helm
The ghost helm appears as a translucent helmet. It offers no protection from normal or magical items. The wearer of the helm is able to control (level*4) HD of undead creatures. The helm has no encumbrance. See also the Ghost Items. Source: Jeremy.

Worm Hide Armor
This armor offers protection as if it were +3 studded leather armor. This armor must be crafted from the hide of a Purple worm.  The armor offers protection from acid attacks, acid damage is automatically halved, save for one-fouth where applicable. The armor was also heavily treated in acid and now completely masks the wearers scent (Making it impossible to track the wearer by scent.)  Two times every week the armor can secrete and earth-liquifying acid that allows the wearer to swim in earth at his/her speed in water, note it does not impart any type of breathing abilities, so one could only swim as far as he/she could hold their breath.
Source: Greg L Dufner (dufnergr@student.msu.edu)