Bracers of Vhlaad
By: Jerrald Murphy
For: 2nd Edition
Description: These black bracers will change size to fit the wearer.
The are made of fine leather and are covered in archaic symbols. The
bracers grant the wearer the following abilities:
+5 to AC and all saving throws.
Major Globe of Invulnerability - 2/day the wearer can surround himself
in a 5'diameter Major Globe of Invulnerability that lasts for 3 rounds.
Plane Shift - At will.
Gaseous Form - At will.
Heal - 2/day, but causes a defiler's touch on the land around him.
Cast spells as a 21st level defiler - This power does not stack, so
if the wearer is already a 21st level (or higher) defiler, then there
is no effect.
Anyone within sight that targets the wearer with a spell must roll a
13 or better (add any intelligence modifier) on a d20 or the spell will
fail. If a natural 1 is rolled, the caster will fall unconscious for
1d10 rounds.
Anyone within 50' that successfully targets the wearer with a spell
automatically takes 1d6 damage per spell level.
Mental Chaff: Any spellcaster within 50' of the wearer must roll a 7
or better (add any intelligence modifier) on a d20 or the spell will
fail.
Editor's Notes: This is a high-level campaign item that can probably
qualify as an artifact, if only it had some drawbacks.
Phased
Armor by Lord Neodig
Contact:
lordneodig@yahoo.com
This
cursed suit of armor comes in a variety of forms. Once it is put on,
it can only be removed by a Remove Curse (PHB Pg.213) spell or similar
magics and psionic powers.
Instead of phasing the wearer of this armor, the armor only phases itself
and only with respect to any attacks directed against the wearer. Thus
this armor gives absolutely no protection to the wearer, indeed, it
may be even worse that running into a battle stark naked, as it is the
only magic armor that counts towards a character's encumbrance.
Three out of four of these suits of armor are Dwarven sized, leading
many cynical people to speculate that their creation was a deliberate
attempt by the Elven Kingdom to hamper the Dwarven Knights.
Armor
of Freshness by: Kwan of the Dark Woods
For: 3rd edition
Description:
Armor of Freshness: This finely crafted +1 half-plate is outfitted with
vicious armor spikes, and it is obviously of masterwork design. The
armor is most notable however for its quality of scent suppression.
The surrounding area in a 15 ft. radius of the wearer is constantly
under the effect of a Zone of Sweet Air spell. The armor was originally
crafted for a necromancer who had no stomach for the foul stench of
the undead.
Item Creation information:
Caster Level: 8th Prerequisites: Craft Magic Arms and Armor, Zone of
Sweet Air
Market Price: 12,320 gp Cost to Create: 6,160 + 493 XP
Plate
Armor of Strength by
Lordneodig
Contact:
lordneodig@yahoo.com
This powerful suit of armor is prized by warriors and clerics throughout
the world. In addition to providing the excellent protection that plate
armor affords, and also giving some degree of magical protection, this
armor confers upon its wearer the strength of a giant. The strength
conferred is determined randomly: Roll a d100 Giant Strength Conferred
01-30 Hill Giant (19)
31-50 Stone Giant (20)
51-70 Frost Giant (21)
71-85 Fire Giant (22)
86-95 Cloud Giant (23)
96-99 Storm Giant (24)
00 Titan Strength (25)
Fifteen percent of suits of Strength Plate found will be Field Plate,
and 5% will be full plate. This sort of armor is considered a status
symbol among the fighting elite of Alexandria, and suits of full plate
that confer cloud giant or greater strength have been known to fetch
upwards of 200,000gp from Noble warriors.
Helm of Berserking +1
by
Lordneodig
Contact:
lordneodig@yahoo.com
This helm will
appear to be your average +1 helm. No magical or psionic divinations
will reveal it to be anything but an average +1 helm. However, once
this helm is worn, it cannot be removed, except by a Remove Curse (PHB
Pg.213) or Aura Alteration. For every round that the wearer engages
in combat, there is a 10% cumulative chance that the character will
go berserk. When a person goes berserk, they gain +2 to hit and to damage
and a +4 bonus to any saving throws involving a mind affecting attack.
However, They suffer a -2 penalty to AC, and are not allowed to keep
track of their own hit points.
Once
someone goes berserk, they must tell the DM their current hit points,
and the DM keeps track of their hit points until they are done berserking.
A person under the effects of this spell will berserk for 1d10+10 rounds.
If all of his enemies die before the end of the berserking period, the
afflicted character attacks the nearest living thing.
Helm of Temporal Stasis by
Lordneodig
Contact:
lordneodig@yahoo.com
Once this helm
is put on, time for the wearer will instantly stop in a way similar
to a Temporal Stasis (PHB Pg.197) Spell. No force will affect the character
in any way, though he may be picked up and moved about. This condition
will persist until the reverse of a Temporal Stasis is cast upon the
character, at which point the helm may be removed.
Anti-Magic Plate Mail
by Lordneodig
Contact: lordneodig@yahoo.com
This magical
plate mail was created for various knight orders, especially Dwarven
knights, who often fought mages. Once per day the wearer of this armor
may command it to produce an anti magical field which suppresses all
magical within the area of effect. The effect is identical to an Anti-Magic
Shell (PHB Pg.173) cast by a mage of the twelfth level. (Duration: 12
turns or two hours; Area of Effect: a sphere 12' in diameter) The effect
can be canceled by the wearer's will at any time. Three quarters of
these suits are Dwarven sized, the rest are human sized.
Armor of Energy Absorption by Lordneodig
Contact:
lordneodig@yahoo.com
Another category of armor that was created in order to combat mages.
When any kind of energy attack, such as electrical, fire, cold, heat,
or sound attacks, are directed at the wearer of the armor, the wearer
is allowed to make a saving throw (even if she would normally not be
given a save). If she fails, she takes half damage from the attack.
If she saves, she takes no damage from the attack. In either case, the
armor will glow softly, as per a Faerie Fire (PHB Pg.200) spell, for
a number of rounds equal to number of hit points of damage absorbed.
Half of these suits of armor are sized for dwarves, half for humans.
Light Armor by
Lordneodig
Contact:
lordneodig@yahoo.com
The maker of this kind of armor, who is lost to time, decided to incorporate
an Elven combat tactic with a suit of armor. Four times per day, the
wearer of the armor can command it to glow as if a Light (PHB Pg.201)
spell had been cast upon it. The wearer is not affected by the glow,
but anyone who attempts to attack the wearer incurs a -2 penalty to
hit, because they cannot look directly at such a bright light. Underdark
creatures, such as Drow, suffer a full -4 penalty to their to hit rolls.
Because of this, Azeal Enkil has theorized that this type of armor was
originally created by the Elves of the First Cycle to combat the Drow.
Obviously, if the attacker does not have the sense of sight, this armor
has no effect on him. The armor will glow for three hours per activation,
or until the wearer commands it to stop.
Phase
Armor by
Lordneodig
Contact:
lordneodig@yahoo.com
This rather clever armor usually appears as leather armor, but some
suits of Phase Plate Mail have been reported. The wearer of this armor
can cause his entire body, and all of his possessions to go into phase
for up to three turns per twenty four hour period. Thus a thief wearing
this armor could be phased for a full thirty minutes, fifteen minutes
at five o' clock, and then fifteen minutes at eight o' clock, three
different turns etc. The DM should refer to the Psionic power Phase
for rules and phasing.