Section 8: Armor & Shields Armor and Shields Magical armors & shields normally apply their bonuses (+1, +2, +3, +4 or +5) to the characters AC. Most armors are purchasable as +1 through +5 armor (racial armors are only purchasable by members of the particular race - 1/2 breeds do not qualify) as long as they have appropriate listings in the Magic Encyclopedia’s 1 & 2.
Special Magical Armors Armor of Blending: This appears to be a normal suit of magical armor. However, upon command (determined by the DM), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a true seeing spell will reveal the true nature of the armor when disguised. Armor of Command: This finely crafted plate mail radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer is treated as if he had a Charisma of 18 for all encounter reactions. Friendly troops within 360’ of the user have their morale increased by +2. Otherwise, the armor functions as plate mail +1. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal himself in any way and still have the effect function. Plate Mail of Etherealness: This is seemingly normal plate mail +5, but if a command word is spoken, the suit enables its wearer and all nonliving items he wears and carries to become ethereal, as if oil of etherealness had been used. While in the ethereal state the wearer cannot attack material creatures. A phase door spell will negate the ethereal state and prevent the armor from functioning for one day. There are 20 charges placed upon plate mail of etherealness. Once used, these cannot be replaced or recharged. Furthermore, every 5 uses reduces the bonus of the armor by one: If 5 charges are used to become ethereal, the armor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20 are exhausted. Plate Mail of Fear: This armor functions as normal plate mail +1. However, it is imbued with 2d23 fear charges. Upon command (determined by the DM), a charge is spent and the wearer radiates a 30’ aura of fear. All creatures (except the one wearing the armor) must save vs. spell or flee in panic for 1d4+1 rounds. When all charges are spent, the armor functions as normal plate mail +1. It cannot be recharged.
Magical Armor Modifications The following modifications can be made to basic enchanted armor (+0) to +5 magical armor. However no total of bonuses can equate to greater than a +5 magical armor. These modifications cannot be added to the special magical armors listed above. Only one modification power can be used (active or latent) per round.
47