Magical Armor II

So sorry, but I don't have the author's name, this was passed on to me by a third party.

 

Falconhelm- This white leather helm is formed in the shape of a falcon with wings spread to either side. The wings are made of fine silver, and the leather is boiled in fine oil. The wearer gains the ability to fly, 1 turn/day at MV 36, class B. the wearer also gains above average hearing, (DN 80%).

Goldenchain (Heartshielder)- This chain +5 is made of rare adamantite which has a pyrite impurity, which makes it appear gold in color. The wearer gains but one benefit, which is that if a blow would ever hit the heart or within five inches of it. The blade automatically misses the wearer, and snaps, unless a saving throw versus crushing blow is made at -10.

 

Qual'efantia- This Shield +4 is of elven make. The wearer of this shield is protected as if a cold fire shield were in place. This shield is made of elven steel and weighs only half as much as a normal medium shield. The shield is decorated with golden runes and has three spindly emeralds jutting out from the center.

Shadowdisk- This buckler +4 is of Drow make. The wearer of this shield can cast darkness 15' radius 4x a day, and can turn into wraithform 2x a day. The wearer is also invisible to infravision. This shield is made of Black Drow steel, and is decorated by spidery platinum runes, with a small white diamond in the center.

Flamedouse- This large shield +3 has several powers. The first power is that it acts as a ring of fire resistance. the second power is that the wearer is protected as though a protection for heat spell had been cast. The third power is that any fire dwelling creature attacking the character must make a saving throw vs. spells o suffer 2d8 hp of cold damage.

Flamerule- This shield is of Dwarven make. The dwarves instilled several powers on it. The wearer has the ability to control flame in a 15' radius. The Shield when strapped on becomes a mass of living flame. On the first round of combat roll a 1d4, a 1 means it's plus one, a 4 means it's plus four. Do the same each round. Cold dwelling creatures striking the character must make a save vs. magical fire or suffer 2d8 hp dmg. Using the shield as a a weapon deals 3d4 hp dmg.

LightMir- This shield +2 is covered by mother of pearl and has silver and platinum inlays. The wearer of this shield is totally immune to light based attacks as well as that creatures attacking with a gaze must save vs. spells or have it reflected back on them. By flipping the shield around, so it is worn backwards, the wearer can focus a beam of light with it doing 4d6 hit points damage on a sunny day, 3d6 on a cloudy day or 2d4 on an overcast day, any darker conditions negate this ability. During the day if the wearer focuses this beam on a darkness spell of any kind, the spell is negated.

Shield of the Phoenix- This shield +4 has an etching of a blue phoenix on it, engulfed in blue flames. Once per month the wearer can summon a phoenix for 2d6 rounds, during which time the phoenix will use it's powers to help the summoner to the best of it's ability. Note, the wearer of this shield must be of good alignment, or else a Roc engulfed in unholy flames will attack the wearer. (with a breath weapon similar to a mature red dragon)

Shield of Stars- This Lightweight steel shield +3 is of elven make. Engraved with gemdust are the symbols of the constellations of Paladine, Habbukuk and Kiri-Jolith. Once per day the shield will act as protection from evil dragon breath. The shield can heal it's wearer once per day as well as cure light wounds twice per day. The wearer can also move about the forest as an elf can.(silently) During battle with an evil opponent, the wearer can call upon two powers. The first power is Kiri-Jolith's battle axe, which attacks the largest, most powerful enemy with a great, double bladed battle axe +5 (Lochaber +5) doing 2d12+5 / 6d6+5 (THAC0 of 10) The second power is that of entanglement( double size and it lasts for eight turns. A strength of less than 25 suffers one quarter movement rate)

Shark Shield- This shield +2 is made of Shark hide stretched over a wooden frame. In white in the center is a crude drawing of a shark. once per week the wearer has the ability to shapechange as per the druidic ability into a tiger shark for three turns. the wearer is also protected from all shark attacks while wearing this and has the ability to summon 3d4 sharks to his aid while in salt water. The sahuagin would be very glad to have it back, killing as many people as necessery for it's return. The sea elves would also love to gain this shield, which would make the defense of their city easier, and their attacks on sahuaghin more deadly.

Uhk va Galinor- This shield +3 is made of steel. Etched along the outer rim are runes , which, in elven read: " I am the mind breaker. If thee be of good mind,use me well". This shield has the ability to provide 35% magic resistance to it's user, as well as the ability to feeblemind as a twentieth level mage. In addition, psionics are toattally useless to the wearer, and anyone attampting psionics must make two successfull power check for that ability or waste double the amount of PSP's. The wearer must be good in alignment, or they will lose intelligence and wisdom at the rate of one point poer month worn, untill they die, from an int or wis of 0

Shield of Vanity- this shield +1 is made of highly polished steel. Whenever someone with eyes attempts to attack the wearer of this shield they mustr make a save vs. spells or become infatuated with their own looks for 2d4 rounds, at which time they make another save at +2 to avoid the continued effects. The wearer of this shield al;so gains a charisma bonus of +1 whenever holding it.

Thornfoot- This medium shield +5 is made of steel with sharpened spikes at the edges. once per day, the wearer can spin the shield about his/her head, releasing 4d100+25 caltrops +5 in a circular area of 50' radius. The wearer is also immune to wall of thorn spells, and spike growth spells.

Brohahn- This small shield -2 is made of magically reinforced glass. Upon the donning of the shield, the shield begins to spray acid at the wielder, doing 1d8 dmg per round. The only way to remove the shield is

a remove curse or a bend bars lift gates at -10%. The only way to stop the damage while the shield is on the character is to be totally immersed in a large body of water which becomes slightly acidic.

Armor of Arundai- this powerful chain mail was created by th gnomish illusionist/thief Arundai as a gift for her father. When a Gnomish illusionist wears this armor all spells cast by the wearer gain a -1 to the casting time, +20% duration, and on a roll of a 1 when an enemy attacks the wearer, the attacker is stunned for 1d4 rounds. (no save)

Armor of Seeing- The great Svirfneblin, Belwar crafted this Plate mail despite his "hand"icap. The wearer of this armor can sense gems and precious metal in a 25' radius, in addition, the wearer can cast stone shape and passwall once per day, and summon an Earth elemental once per week. The wearer gains a +2 to hit and +5 to damage when fighting drow.

Leather of Stoneskin-This leather armor +3 was a joint venture between an elven mage and a Gnomish illusionist/fighter. When this armor is donned, the armor bonds to the wearer's skin and acts as though a stoneskin spell has been cast on the wearer, though the effects are permanent untill the armor is removed.

Scale mail of Bulbarn-This scale mail +5 is a very powerful suit of armor. The wearer of this armor can summon an eart elemental of 11 HD once per day and two Pech once per week, each of 5 HD. This armor is made up of gems that can be removed by the wearer and thrown as magic missles. when a gem is removed another one takes it's place. Once per day, for one round the armor can also act as a robe of scintillating colors.

Plate Mail of Burbank- this Plate mail +4 has runes made of ruby inlaid in the breast plate. these 10 rubies, once per day can do the following, 1.magic missile (1d4 + 1 dmg) 2. lightening bolt (4d8) 3. fireball (6d6) 4.cone of cold (5d8) 5. cone of flame (5d8) 6.summon earth elemental (9 HD) 7. charm (4d4 HD) 8. power word stun ( as per spell 9. wall of fog 10. rock to mud (as per spell) the wearer also gets a +1 to all saving throws and becomes immune to 1st level illusions.

Scale mail of Ghaurgulanious- these suits made of the hide from the great wyrm black dragon Ghaurgulanious are all of +3 enchantment and give the wearer an AC of -10. The wearer can also summon darkness 5 times per day and spit acid once per day doing 12d8 damage (1/2 if save is made.)

Chain mail of gemstones - this chain mail +2 is actually made of 1500 tiny gems woven into tiny chain. any day the wearer can remove up to three gemstones and throw them as magic missiles doing 2d8 damage. these gems are replaced at the rate of 2 per day, if the suit is reduced to 1050 or less the chain becomes chain mail with no bonus untill all are replaced. once removed gems only last 1d2 turns.

Field Plate of Header- This field Plate mail +4 looks the same as regular field plate mail except for one single rune on the right forearm guard. this rune, when struck in combat shoots forth acid, doing 1d8 damage to the creature that hit it, and destroying at least part of the weapon, no saving throw or att roll is made. the other power of this rune is that the wearer is able to cast stoneshape once per day as though he/she were a 15th level mage.

Leather of Heanit- This leather +4 is made of beholder skin that has been magically preserved. the wearer's encumberence is considered one better while wearing this armor ( ie. light encumberance counts as none, moderate counts as light) the wearer als has a protection from magic 10' radius giving a +2 bonus to magic saving throws, and the wearer becomes immune to gaze attacks and is resistant to charm spells as an elf (90%).

Maura's Mail-This chain mail +3 is made of gold, however the AC is the same as chain +3, the wearer is resistant to heat based attacked ( as a ring of fire resistance). The down side of this is that the wearer takes double damage from cold based attacks, and saving throws for those attacks are made at a -3. The wearer's dexterity is also reduced by one while weearing this armor. This armor can only be removed by a successful remove curse or dispel magic.

 

Arthur's BrightPlate- This field plate +4 was made by the elven archmage Arthur Penvale. The wearer of this armor gains several special abilities. The first is the ability to use 180' infravision, as drow have. The second is the ability of the armor of protection from evil dragons' breath. The third power is to create a triple strength sunray once per day. The fourth and last power is the ability to reflect all light and darkness spells centered on the wearer twofold on the caster, if a save vs. spells at +4 is made (by the wearer).

Aurania's Golden Scale Mail- This suit of elven scale mail +3 is made entirely of gold coins magically strengthened as if they were fine steel. The wearer of this armor gains the ability to count the number of items within a 100 cubic foot area to perfect accuracy. The wearer an also see for one turn per day as though a true seeing spell were in place. The wearer also gains and aura of confidence, which negates fear in a 15' radius and and makes the wearer immune to fear and charm spells.

The White Robe- This Robe +6 appears to be made of the finest silk, but in actuality is made of permanently reduced white dragon scales. The armor protects the wearer as if a protection from cold spell was in place. The armor gives the wearer an AC of -1 and also has the following powers: Moonbeam 1/day for 1 turn, three light spells per day and cone of cold at the tenth level of ability. the wearer gains a magic resistance of 40% whenever wearing it.

Askana's leather- This black suit of leather armor +3 was made by the grey elf Archmage Myrrdin Emyrs for his thieving companion Askana. Due to the fact that Askana was mildly afraid of heights, Myrrdin enspelled the armor with the ability to feather fall if the wearer should fall more then eight feet. He also enabled the wearer to move silently with a 95% chance, and hide in shadows with a 95% chance. The wearer can also cast darkness 15' radius twice per day.

Jarak's Shadow Plate- This plate mail +1 was made by a fighter/thief named Jarak who loved darkness. The plate is fine dusky grey steel and is engraved with many black runes. The wearer gains several abilities by wearing it. The first ability is to cast darkness 15' radius four times/day. The wearer also reflects all light spells in a random direction (scatter diagram pg 62 in the DMG). The wearer can hide in

shadows with 90% chance, as well as use a shadow door ability ( similar to plant door,with the same range but traveling through shadows)

Chain of Thorns- This elven chain +3 has a thorn sticking out of every link in the armor. When the wearer so chooses, the armor will shoot all of the thorns in a 25' radius, doing 3d10 to all, unless a save versus breath weaspon was made, in which case, the individual only takes 2d10 damage. The wearer can also cast entangle 2/day as a tenth level priest, as well as wall of thorns 1/day as a tenth level priest, and spike growth 1/day as a tenth level priest.

Justine's Leathers- Justine Oakstout, and elven ranger/Bard liked leather armor, so she made this suit with the help of her frind, Erick of Mistledale. The leather suit +4 consists of normal, high quality leather armor covered in hundreds of complex runes, in silver. The leathers allow the wearer to feather fall at will, jump, 5x/ day as a tenth level mage, as well as adding one point to charisma where proficiency checks use it.(Etiquette, etc.)

Myrilinda's mystic robes of power- Myrrlinda, an elven sorcereress who's power rivaled elminster for a time made these robes woth the help of a silver dragon. The robes themselves are made of phase spider silk, magically protected from the elements. The wearer gains all the abilities of a robe of the archmagi but: these robes are shining silver (count as white) and can only be worn by good mages. The wearer is protectyed as though by a rting of warmth. The wearer has the ability to recall one spell of fifth level or less, used that day and, has a magic resistance of 40%

 

Cyrics Ruby plate- Cyric, a drow grand master of the long swords cam upon a red dragon's lair deep in the underdark. The dragon had been sleeping there for over a thousand years and had turned several feet of a stone wall into Ruby due to i't hot breath and the pressure that built up over the years. Cyric woke the beast by standing on it's snout with his longswords inches from it's eyes and commanded it to remove and enchant some of the crystal from the wall that he might have it. The dragon did so, but as Cyric was leaving it tried to kill him. It lost it's forleg from the elbow down, and hasn't been seen since. The platemail +4 is made of ruby as red and rich as blood, with dragonscales protecting the wearer at the joints (instead of chain) The crystal plate has three special powers, the first is to protect the wearer as if surrounded by and aura of fire (great new spell wizards handbook). The second is that the wearer has an AC of -6, not 3 while wearig the plate. The third power is to focus nearby light into a triple power sunray once per day, the area then becomes shadowey as light tries to enter for 1d4 rounds.

Es'thal's studded leather- This suit of studded leather +3 created by Es'thal, one of the greatest undead slayers that ever lived was the downfall of many vampire. The suit is made of white unicorns hide (the unicorn having been killed by a lich) and bears many enchantments. The first enchantment makes the wearer immune to the touch of a lich, wight, mummie, and the gaze of a vampire. The secong keeps the armor constantly damp with holy water (1d4 damage if undead physically attacking wearer) The third allows the wearer to turn undead as a cleric of one level higher than the wearers current level. Note: can only be worn by neutral good and lawful good PC's.

Davinthala's chain-This elven chain +3 is made of ultra small links, which makes it normal against piercing weapons (like arroys and stillettos). There are two gems, one on each of the short sleeves. On the right is an emerald, which when touched enables the wearer to blend in with the forest (99% invisible, and 99% Move silently, as well as the ability to jump as per the spell, as though cast by a tenth level mage, and protects the wearer from green dragon breath. After touching the sapphire, the wearer gains the following abilities: Protection from cold, water walk, the ability to walk on snow as if a grassy plain (normal move rate) and invisibility in snow or water.

Greenleaf- This leather armor +2 is made of oak leaves magically strengthened and held together. The wearer of this suit is automatically invisible to all he/she wishes to be in the woodlands or plains. The wearer can move silently at all times with a 95% chance. Twice per day the wearer can cast plant door(as though a 15th level priest). Three times per day the wearer can cast entangle, as well as trip(15th level). On the suit at all times(unless picked) are 3d4 goodberries, which only last for 2d4 rounds after picked, and grow back the next day

Alford's suit of the Panther- This appears to be the hide of a panther worn like a cloak would be. It was made by the great hierophant Druid Alford. He had a black panther as a follower and when it died in battle, Alford took its hide and enchanted it. When worn, it protects like hide armor +4. It allows the wearer to hide in shadows 95% at night and 60% during daylight. It also allows the wearer to move silently 80% in woodlands (includes jungles and prairies) and 30% in urban areas. The wearer can change into a panther 1/day for 2 turns. All equipment and weapons also form into the panther. The only hindrance is that this armor will not function with any other armor.

Nitawa's incredible armor This armor has been given this name because of the leaves that make it up. Made by the treant Nitawa with the Grand Druid, it is nothing but a suit of many leaves. They are magically held together and act as chainmail +2. In addition, their ar some powers which the PC might enjoy. First, the caster can cast plant door 1/day and cast entangle 2/day. He can cast speak with plants as an ability and finally, he can cast wall of thorns 2/week. Finally the wearer can change into a treant with as many HD as the wearer's level once per month. His equipment and weapons change with the wearer. The change lasts three turns.

Cloak of the Seeker- This cloak was worn by Damaris, a great and powerful elven Seeker. It looks like a ragged and old cloak to anyone except a ranger or a druid. To these classes, it is green and bears her coat of arms (a sycamore leaf surrounded by unicorns). It acts as a cloak of protection +6. It may summon a treant 1/2 weeks with no more than 8 HD. It is covered with a powerful enchantment that acts as though the wearer was wearing a cloak of elven kind to all non-druids/rangers. It increases hide-in-shadows and move-silently abilities by 45% (no higher than 95%). It grants druids these abilities with a 60% chance. These abilities will only function if the wearer is in a wooded area.

Armor of Greenwood- This armor is made from strips of bark magically endowed to hold together and to protect the wearer. A Greenwood ranger died valiantly in battle to save an elven forest and to honor him, they took his bark and made it into armor. It protects like platemail +1 but weighs only as much as leather armor. It has the special ability to start creating certain side effects. After wearing it for two weeks, the wearer begins to take the appearance of the a greenwood ranger described in the Ranger's Handbook (pg. 59). He will receive All benefits and hindrances (of course, without the consent of the wearer). It is a mixed blessing.

Armor of the Woodlands- This armor appears to be leather armor, but it is actually many types of leathers strewn together. It protects like leather armor +3 and has a few interesting abilities. This armor is very flexible and doesn't impose any penalties on abilities (treat as though the wearer was not wearing any armor). In any type of terrain, the wearer can attempt to become a creature in that lives in that area. For example, a ranger is in an arctic region and can therefore become a polar bear or seal. This ability can be used 3/day. The wearer can also shapechange into a creature that lives there. We mean that in a forest the wearer can be a dryad, centaur, or a pixie. This ability can be used 2/month.

Mooshie's Leather- This armor belonged to the legendary mentor of Drizzt Do'Urden; the blind ranger, Mooshie. This armor is leather+3 and grants the wearer the following powers. 1) Can cast the priest spells starshine and moonbeam 1/day as a 14th level priest. 2) May call on a bear or owl 1/week if on that terrain (it is up to the PC's or DM's imagination on how these creatures can be used). A lawful good, virgin female can call upon a unicorn 1/week. 3) It allows the wearer to surprise humanoids at double the elves' ability. It also allows the wearer to ambush and camouflage (described in Player's Option: Combat and Tactics which I highly recommend).

Killenthay's Cudgel- This cudgel is a weapon, yet it is more defensive than offensive.It acts as a ring of protection +4. It can attack as a club +2. If the wielder/holder of the cudgel so chooses, he can deliver an electrical charge of 4d6 per charge used to a max of 2 charges. The cudgel starts out with 1d20+10 charges. 1/day it can cast protection from missiles which last for two rounds and 1/week protection from magic missiles which also lasts two rounds. It belonged to a hoerophant druid and is of significant importance to members of the druidic society. It is up to the DM to decide the reaction of NPC druids if they see the item on lesser druids or rangers (Note: The reaction of a druid seeing a ranger with it will probably be more hostile than seeing a lesser druid with it).

Eagle talons- These yellow-brown leather gloves have yellow talons on the end of each finger and a dozen golden brown feathers along each wrist). These gloves belonged to a famed falconer named Falcius. Falcius' follower was a great eagle. One day Falcius was fighting a green dragon and the great eagle died by it's breath. Falcius was enraged and slew the beast. In honor if hi friend, he removed the talons and the most beautiful feathers and he had his gloves enchanted with these objects. The final result pleased him and did his friend honor. The gloves give their wearer (who must be Good) and AC of 0. The wearer also gains 120' infravision, as well as the ability to use eagle eyes (DMG, I believe) The wearer also gains the ability to change into a great eagle once per day for up to three turns, which heals 10-60% of lost HP.

Armor of the Beast Master- This armor protects like scale mail +3. It appears that leather "rings" were sewn together. This armor has special abilities over animals. All normal animals that are found on any terrain(not including subterranean) can be given simple commands. This does not affect giant or magical insects/animals. The wearer can issue commands that the animal will usually follow (treat as a ranger using animal empathy with a +4 bonus). The wearer can summon one creature per week ( like monster summoning I-III only natural animals) in the terrain the ranger/druid is in. In addition, the wearer can see through the eyes and hear through the ears of the animal, while it stays (for two turns).

Vine armor- This armor is similar to cord +5 armor detailed in combat and tactics (Great!!!!) but is made of green vines. The character gains an AC of 3. The charcter is also immune to entangle, plant growth, spike growth, trip, and can pass without trace. The wearer is also immune to bad berries (the spell)Felko's Wraithmail- This Chain +3 allows the user to become a wraith for 3d8 rnds 2x a day. While in wraithform, the wearer can be turned, and acts as a wraith in all ways except alignment. This mail is jet black and it's magic allows the wearer to MS and HS 99% in the underdark, and 50% on the surface.

Zarin's Dragonscale- This Great Wyrm Gold Dragonscale is gives it's wearer an AC of -10. It was created by a drow ranger almost as powerful as Drizzt himself. In the chest is the sign of Mielliki (a Unicorn's head) made of Black dragonscales. When a good person dons the armor they can cast a heal spell on another good character or themselves, once per week. If an evil character don's it, their AC becomes a 10 and 1x per week they are affected by a harm spell. an evil character can only remove it using a remove curse.

Adaragon's Scale Robe- This robe looks as though made of silk, but is actually made of reduced black dragonscales. The wearer gains an AC of -2 and is protected as by a ring of acid resistance. The wearer can also cast Darkness 15' radius 5x per day as a 3rd level wizard.

Hera's Illusiomail- This Chain +4 acts as a cloak of displacement. The wearer also has the ability to improved invisibility 2x per day, and can alter self 2x per day at the 10th level of ability. If an attacker rolls a natural 1 when attacking the wearer they trigger a phantasmal killer centered on themselves with no save, which lasts for five rounds.

Nithathil's Necromantic Chain- This chain +5, created in a joint venture between a drow necromancer and a drow master armorer is of the highest quality. besides it's magical protections, the chain can also attack 5 rounds per day w/ a chill touch (THAC0 15)and 1x per day with a vampiric touch at the 12th level of ability (THAC0 15)

Regnarada's vest- This mithril vest ( AC 2) is very light and is as comfortable as drow chain.. When worn under other armor it gives an AC bonus of +2 to that armor's AC. The wearer of this vest can become invisible at will (10x per day ) for up to 10 rounds each time. The wearer is also protected against electricity as if he/she were wearing a ring of electricity resistance.

Caramar's Crystalline chain- This splendid suit of chain mail +5 is made up of thousands of tiny crystal rings linked together to make a super strong suit of armor. The wearer of this suit is totally immune to light and darkness spells, and any such spell centered on the wearer have a 60% chance of rebounding on the caster, or, 10% chance of each of the wearers four sides. The wearer can also choose for the armor to act as a robe of scintillating colors for 1 turn a day. Note: the 2nd level spell Shatter centered on the wearer will cause the caster's eardrums to rip (causing permanent deafness), unless save versus spell at -2 is made.

Norstar's Field Plate- This Field plate +4 is made of Everbright Chrome inlaid with gold runes. The wearer is immune to light and darkness attacks, except those of dragons, to which a saving throw bonus of +3 is applied. twice per day, the wearer can take light from one source, such as a light spell, or candle, and focus it into a concentrated beam, which does damage and has the are of a lightening bolt cast at the 20th level of ability.

Circe's Phase Plate- This Plate +4 is made of phase spider hide, with the joints made of phase spider web magically strengthened. Once per day the wearer can shift out of phase into the Ethereal plane, and remain there for up to 4 rounds. the wearer can also, once per day shoot forth a 40' x 60' web of phenomenal strength. a combined strength of 50 is needed to break the web.

Alicia's Shadow scale- This suit of Wyrm Shadow dragon armor covers head to toe and gives it's wearer an AC of -10. The wearer gains infravision to 180' and is invisible in all but the brightest lights, appearing as no more than a passing shadow. The wearer is immune to the breath weapon of the Shadow dragon, except from Great wyrms, to which they get a +5 to the save against.

 

Arthur's Plate of silence- This Plate mail +1 acts as Drow chain in regards to encumberance, silence and the like, but it was not created in the underdark and is very permanent. Arthur, the Lawful Good Drow who singlehandedly defeated almost an entire drow house was given this mail as a gift from King Goroth . In addition to the stuff mentioned above, the wearer can cast Magic mislay once per day at the 12th level of ability.

Jarlazle's chain- This chain mail +5 is not only non-encumbering, but it also has the ability to conceal the wearer's identity ,cast charm person 1 time per day and when the wearer is facing a lawful-good enemy, the armor allows the wearer to cast cone of cold and fear at the 20th level of ability.

O'deville's leather- this leather armor + 5 was created by a drow and a mind flayer named O'deville. this armor grants the wearer the ability to use a pyschic mind blast once per day as a mind flayer deos and anyone wearing it can us telekinesis at the 15th level of ability and telepathy 5 times per day.

Chain of Encumbrance- This chain mail +4 acts as regular chain mail until the wearer gets involved in a fight. when this happens, the chain mail suddenly becomes 200 lbs and it becomes rigid until the fight is over, at which point, the chain acts as drow chain +4 again. The suit also has one other power, when the wearer faces a creature of 15 HD or more, the wearer is not only stuck and weighed down, he/she is also compelled to jeer and laugh at the opponent.(causing certain death)

Brig's Banded Mail-This Banded Mail +3 is a mixed blessing. If the wearer is facing any monster other that a hook horror, it acts as chain +3 but if the wearer faces a hook horror, the mail drops to Banded mail -3, and the wearer is unable to attack the hook horror in melee. The banded mail is made of hook horror exoskeleton, and is covered with bronze runes.

Menzoberra's Chain- This chain +10 gives the wearer access to every compound, safe,warehouse etc. in Menzoberranzan. It also allows the wearer to improved spider climb at the 30th level of ability. The chain also allows the wearer to summon a yhochlol once per day which will never attack the wearer but will grant one request (within reason) The wearer also has saving throws improved by 3 and the wearer can also cast a 20 die fireball once per day and chain lightening with 20 starting dice once per day as well.

Plate Mail of the Spider- This plate mail +3 has a large spider on the chest made of mithril. The plate mail acts as drow chain in regards to encumberance, silence and the like, however there are also a few other powers: the plate mail gives the wearer immunity to all spider venom and poisons,, Webs (as in the web spell) do not affect the wearer, and the wearer can improved spiderclimb as though he were a wizard of 15th level(for duration and weight limit) anywhere.

Chain of the Lizard- This chain mail +4 is decorated with golden runes and pictures of spiders on it. the wearer can press any one of the 13 pictures of lizards once per turn, when a picture is pressed by the wearer, the wearer gains the sking of a lizard instead of skin, lowering AC by 2 and the Lizard depicted arrives 1d4 rounds after it's pressed, lizard types include- riding lizard with harness, (6) pack lizard with pack harness (4) fire lizard (1) ice lizard (1) Giant lizard (1) or minotaur lizard (1) the riding and pack lizards are new lizards that can be found in the Menzoberranzan

Plate mail of Black Terror- This Plate Mail +2 is made of Dragonscales from a Great Wyrm Black Dragon. In the center of the breastplat there is a golden rune depicting a dragon. five times a day the rune can be pressed and for one turn, all enemies facing the wearer must make a morale check every othert round or flee in terror for one turn. once per day the Armor can also Emit the Breath weapon of a black dragon (great Wyrm) doing 24d8 +12 damage to all caught in the blast (save for half damage)

Chain of the Spider- this chain +4 is made of web like steel links and grants immunity to spells such as web, hold person/monster/mammal, entangle, and immunity to all venom and poisons. the wearer can also shoot forth a web at the 14th level of ability once per turn, spider climb at will, cast darkness 15' radius once per turn, and climb webs as if a spider.

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