The Dungeon Masters Guild
Armor

 New This Month : Bracers of Vhlaad 


Phased Armor  Armor of freshness  
Plate Armor of Strength
Helm of Berserking  Anti-Magic Plate Mail  Helm of Temporal Stasis  Armor of Energy Absorption
Light Armor  Phase Armor

 


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.

 

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