Usable by all but mages. Magical armor can be used by any character capable of using a similar suit of nonmagical armor, although it does not always stack with other magical items that the character possesses. The type of armor must of course be explicitly stated in the item list. Magical armor weighs the same as normal armor. Armor +N decreases the wearer's base armor class by N, thus reducing the chance of being hit by 5N%. This bonus does NOT normally apply to saving throws.
In general, a suit of magical plate is a more powerful item than a suit of magical leather, even when both have the same magical bonuses and abilities; the levels listed here are provided only as guidelines for leveling magical items. As a guideline for randomly determining the type of a suit of armor, 25% of magical armor is leather, 35% is chain, and 40% is plate. Magical robes are found under Cloaks and Robes.
By default in the PrinceCon system, magical armor can fit any humanoid from hobbit-size to large-man-size. If more realism is desired, it is suggested that there be two sizes: human/elf and dwarf/hobbit.
Level N. Armor +N decreases the wearer's armor class by N from its base level for that armor type, thus reducing the chance of being hit by 5N%. If N is negative, the armor usually either appears beneficial or is Cursed. In either case, the item should be included in the hotlist section, with a clear statement of the level at which it is Cursed. (Typical armor is Cursed-12 or Cursed-14.)
Level N usually. This +N armor is +X when defending against the specified type of monster. It never affects saving throws. X is typically greater than N, but this is not required. See the Generic Magical Weapons for examples of monster types. If the type of monster includes a large set of potential opponents, or if X is significantly greater than N, the level may be increased by one or more.
Level N+X. This +N armor absorbs X hit points from every weapon attack, including swords, arrows, claws, bites, etc., on the wearer. It would not affect spell damage, nor immolation damage. Note that this subtraction is not per die, but per attack. X should not exceed 2.
Level N+2. This +N armor is strongly aligned to a religion. If a member of that religion wears the armor, he gains the powers of Commander's Armor as relates to other followers of the religion. The wearer gains an additional +1 protection against attacks from followers of diametrically opposed religions. In addition, once per day the wearer can cast the following prayer as a level 10 cleric of the religion: Good Sam-Mass Cure I, Daglir-Touch/Enc. Armor I, Leo-Fight/Pride I, Janda-Mass Bless I, Carrunos-Mass Transform I, Hermit-Dispel Illusion, Nature-Massmorph. If a nonfollower wears the armor, he suffers the penalties described under Aligned Weapons. The religion of the armor and the set of "diametrically opposed religions" must be specified in the item list, along with the prayer available if it is not listed above.
Level N. This +N armor floats on water, supporting its wearer alone easily, plus one extra person in the case of leather armor. It cannot be sealed for underwater use.
Level N+2. The wearer of this +N armor gains powers of command. His effective charisma is raised by 3 (this does not sum with the clerical prayer Word of Command). The wearer adds 10% to the morale of friends within 6", and subtracts 10% from the morale of enemies within 6".
Level variable. Cursed-14. This armor is -N and inflicts a curse upon its wielder. The level of the item should reflect the armor penalty and the danger of the curse. Of course, the curse must be detailed in the item list. The armor can only be removed via Remove Curse vs. 14th level.
Level N+1. This +N armor appears to sight, sound, and smell as normal clothing. The wearer may choose the appearance of the clothing, although it can only be changed twice daily. Contact, be it with flesh or weapon, will reveal it as a disguise, as will Detect Illusion, although neither cancels the illusion. The clerical prayer Dispel Illusion cancels this power for one day, with no level-vs-level battle required.
Level N+2. As Armor of Immolation, but the effect of the damage is electrical instead of fire.
Level N+3. This +N armor has the power to make itself and its wearer ethereal. A command word is required. While ethereal, the wearer may only attack and be attacked by other ethereal creatures. He may pass through walls and floors in the material world, but he may choose to stand on a horizontal surface. The ethereal state lasts until ended by the owner, or until he is forced to resolidify by the Phase In spell. Burnout is suggested at 4% for campaigns. Burnout destroys the armor.
Level N. This +N armor appears as Armor of Etherealness, but when the command is given, only the armor turns ethereal, leaving the wearer standing there unprotected. The armor then moves away in the ethereal plane at a rate of 6".
Level N+2. This +N armor allows its wearer to fly at will, as per the Fly Self spell, except that the weight of the armor is not included in the 50 pound allowance of the spell.
Level N. Cursed-14. This armor is +N but gives its wielder Vulnerability to Lightning, as per the generic Vulnerability, and makes its wielder more likely to be hit by electric spells, as per the Lightning Rod. Grounded Armor is almost always plate or chain.
Level N+2. Upon command, this +N armor immolates, as per the mage spell Immolate. The wearer may end the spell earlier, if he wishes. This function only works twice per day, or it may be run on a burnout system. Burnout incinerates the armor, but does not harm the wearer.
Level N+1. This armor acts as +N armor. Twice per day, the wearer may cast Invisibility on himself, as per the mage spell.
Level N+1. This +N armor allows its wearer to levitate at will, as per the mage spell Levitate Self. The weight of the armor does not count against the 50 pound limit of levitation. The user may only levitate 150' from the last firm surface on which he put his weight.
Level N. Once per day, the wearer of this +N armor may cast the mage spell Mirror Image on himself.
Level N+1. This +N armor adds +5N% to its wearer's saving throws as well.
Level N+3. This +N armor makes the wielder invulnerable to nonmagical weapons as per the mage spell Prot/Normal Weapons.
Level N. This +N armor provides its wearer with the effects of one or more of the clerical Resist prayers. The prayer must be specified in the item description.
Level N+1. This +N armor seals itself when a command word is spoken, allowing the wearer to stay out of contact with the outside air for up to one hour. In this mode, it floats on water, and if weighted, it may be used underwater.
Level N. This +N armor has the additional power that if the wearer falls more than 5 feet, the armor slows his fall to only 10' per second, so that he lands on his feet without damage.
Level N+2. This +N armor can, upon command, teleport its wearer as per the Teleport spell. This function works twice per day, although it may be run on a burnout system. Burnout teleports the armor to a random place, but leaves the wearer unharmed.
Level N. Cursed-14. This +N armor appears as Armor of Resistance, but gives its wearer the corresponding Vulnerability instead.
Level N. This +N armor allows it wearer to walk on water, as per the clerical prayer.
Level N. This +N armor weighs the same as normal clothes, permitting movement as per robes. It does NOT permit casting as per robes.
Last Modified on September 10,1995.
ammulder@princeton.edu