SRD:Magic Armor

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Magic Armor

In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.

In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.

A suit of armor or a shield may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.

Armor is always created so that even if the type of armor comes with boots or gauntlets, these pieces can be switched for other magic boots or gauntlets.

Table: Armor and Shields
MinorMediumMajorItemBase Price
01–6001–05+1 shield1,000 gp
61–8006–10+1 armor1,000 gp
81–8511–20+2 shield4,000 gp
86–8721–30+2 armor4,000 gp
31–4001–08+3 shield9,000 gp
41–5009–16+3 armor9,000 gp
51–5517–27+4 shield16,000 gp
56–5728–38+4 armor16,000 gp
39–49+5 shield25,000 gp
50–57+5 armor25,000 gp
+6 armor/shield136,000 gp
+7 armor/shield149,000 gp
+8 armor/shield164,000 gp
+9 armor/shield181,000 gp
+10 armor/shield1100,000 gp
88–8958–6058–60Specific armor2
90–9161–6361–63Specific shield3
92–10064–10064–100Special ability and roll again4
  1. Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.
  2. Roll on Table: Specific Armors.
  3. Roll on Table: Specific Shields.
  4. Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.
Table: Random Armor Type
d%ArmorArmor Cost1
01Padded+155 gp
02Leather+160 gp
03–17Studded leather+175 gp
18–32Chain shirt+250 gp
33–42Hide+165 gp
43Scale mail+200 gp
44Chainmail+300 gp
45–57Breastplate+350 gp
58Splint mail+350 gp
59Banded mail+400 gp
60Half-plate+750 gp
61–100Full plate+1,650 gp
  1. Add to enhancement bonus on Table: Armor and Shields to determine total market price.

All magic armor is masterwork armor (with an armor check penalty 1 less than normal).

Table: Random Shield Type
d%ShieldShield Cost1
01–10Buckler+165 gp
11–15Shield, light, wooden+153 gp
16–20Shield, light, steel+159 gp
21–30Shield, heavy, wooden+157 gp
31–95Shield, heavy, steel+170 gp
96–100Shield, tower+180 gp
  1. Add to enhancement bonus on Table: Armor and Shields to determine total market price.

All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

Caster Level for Armor and Shields

The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Shields

Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).

A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

As with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.

Shield Hardness and Hit Points

Each +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points.

Activation

Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields—by wearing them. If armor or a shield has a special ability that the user needs to activate then the user usually needs to utter the command word (a standard action).

Armor for Unusual Creatures

The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost of the masterwork quality and any magical enhancement remains the same.

Magic Armor and Shield Special Ability Descriptions

Most magic armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Table: Armor Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
01–2501–0501–03Glamered+2,700 gp
26–3206–0804Fortification, light+1 bonus1
33–5209–11Slick+3,750 gp
53–7212–14Shadow+3,750 gp
73–9215–17Silent moves+3,750 gp
93–9618–19Spell resistance (13)+2 bonus1
9720–2905–07Slick, improved+15,000 gp
9830–3908–10Shadow, improved+15,000 gp
9940–4911–13Silent moves, improved+15,000 gp
50–5414–16Acid resistance+18,000 gp
55–5917–19Cold resistance+18,000 gp
60–6420–22Electricity resistance+18,000 gp
65–6923–25Fire resistance+18,000 gp
70–7426–28Sonic resistance+18,000 gp
75–7929–33Ghost touch+3 bonus1
80–8434–35Invulnerability+3 bonus1
85–8936–40Fortification, moderate+3 bonus1
90–9441–42Spell resistance (15)+3 bonus1
95–9943Wild+3 bonus1
44–48Slick, greater+33,750 gp
49–53Shadow, greater+33,750 gp
54–58Silent moves, greater+33,750 gp
59–63Acid resistance, improved+42,000 gp
64–68Cold resistance, improved+42,000 gp
69–73Electricity resistance, improved+42,000 gp
74–78Fire resistance, improved+42,000 gp
79–83Sonic resistance, improved+42,000 gp
84–88Spell resistance (17)+4 bonus1
89Etherealness+49,000 gp
90Undead controlling+49,000 gp
91–92Fortification, heavy+5 bonus1
93–94Spell resistance (19)+5 bonus1
95Acid resistance, greater+66,000 gp
96Cold resistance, greater+66,000 gp
97Electricity resistance, greater+66,000 gp
98Fire resistance, greater+66,000 gp
99Sonic resistance, greater+66,000 gp
100100100Roll twice again2
  1. Add to enhancement bonus on Table: Armor and Shields to determine total market price.
  2. If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
Table: Shield Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
01–2001–1001–05Arrow catching+1 bonus1
21–4011–2006–08Bashing+1 bonus1
41–5021–2509–10Blinding+1 bonus1
51–7526–4011–15Fortification, light+1 bonus1
76–9241–5016–20Arrow deflection+2 bonus1
93–9751–5721–25Animated+2 bonus1
98–9958–59Spell resistance (13)+2 bonus1
60–6326–28Acid resistance+18,000 gp
64–6729–31Cold resistance+18,000 gp
68–7132–34Electricity resistance+18,000 gp
72–7535–37Fire resistance+18,000 gp
76–7938–40Sonic resistance+18,000 gp
80–8541–46Ghost touch+3 bonus1
86–9547–56Fortification, moderate+3 bonus1
96–9857–58Spell resistance (15)+3 bonus1
9959Wild+3 bonus1
60–64Acid resistance, improved+42,000 gp
65–69Cold resistance, improved+42,000 gp
70–74Electricity resistance, improved+42,000 gp
75–79Fire resistance, improved+42,000 gp
80–84Sonic resistance, improved+42,000 gp
85–86Spell resistance (17)+4 bonus1
87Undead controlling+49,000 gp
88–91Fortification, heavy+5 bonus1
92–93Reflecting+5 bonus1
94Spell resistance (19)+5 bonus1
95Acid resistance, greater+66,000 gp
96Cold resistance, greater+66,000 gp
97Electricity resistance, greater+66,000 gp
98Fire resistance, greater+66,000 gp
99Sonic resistance, greater+66,000 gp
100100100Roll twice again2
  1. Add to enhancement bonus on Table: Armor and Shields to determine total market price.
  2. If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Specific Armors

The following specific suits of armor usually are preconstructed with exactly the qualities described here.

Table: Specific Armors
MinorMediumMajorSpecific ArmorMarket Price
01–5001–25Mithral shirt1,100 gp
51–8026–45Dragonhide plate3,300 gp
81–10046–57Elven chain4,150 gp
58–67Rhino hide5,165 gp
68–8201–10Adamantine breastplate10,200 gp
83–9711–20Dwarven plate16,500 gp
98–10021–32Banded mail of luck18,900 gp
33–50Celestial armor22,400 gp
51–60Plate armor of the deep24,650 gp
61–75Breastplate of command25,400 gp
76–90Mithral full plate of speed26,500 gp
91–100Demon armor52,260 gp

Specific Shields

The following specific shields usually are preconstructed with exactly the qualities described here.

Table: Specific Shields
MinorMediumMajorSpecific ShieldMarket Price
01–3001–20Darkwood buckler205 gp
31–8021–45Darkwood shield257 gp
81–9546–70Mithral heavy shield1,020 gp
96–10071–8501–20Caster’s shield3,153 gp
86–9021–40Spined shield5,580 gp
91–9541–60Lion’s shield9,170 gp
96–10061–90Winged shield17,257 gp
91–100Absorbing shield50,170 gp

Epic Armor

Except when otherwise stated, epic magic armor and shields follow the rules for nonepic magic armor and shields.

There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields.

Epic Armor and Shield Base Price

To find the base price of an epic suit of magic armor or an epic magic shield, roll on Table: Armor and Shields. Note that the +6 to +10 rows apply only to armor and shields that provide an enhancement bonus of +6 to +10 or armor and shields with a single special ability whose market price modifier is +6 to +10. Magic armor and shields with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic armor to determine price.

Table: Armor and Shields
d%Enhancement BonusMarket Price
01+1 shield1+1,000 gp
02+1 armor2+1,000 gp
03+2 shield1+4,000 gp
04+2 armor2+4,000 gp
05–06+3 shield1+9,000 gp
07–08+3 armor2+9,000 gp
09–12+4 shield1+16,000 gp
13–16+4 armor2+16,000 gp
17–21+5 shield1+25,000 gp
22–26+5 armor2+25,000 gp
27–30+6 shield+360,000 gp
31–34+6 armor+360,000 gp
35–38+7 shield+490,000 gp
39–42+7 armor+490,000 gp
43–45+8 shield+640,000 gp
46–48+8 armor+640,000 gp
49–50+9 shield+810,000 gp
51–52+9 armor+810,000 gp
53–54+10 shield+1,000,000 gp
55–56+10 armor+1,000,000 gp
57–62Specific armor or shield3
63–75Armor with special ability and roll again4
76–98Shield with special ability and roll again4
99Epic shield5
100Epic armor5
  1. Roll also on nonepic magic item Table: Shield Special Abilities.
  2. Roll also on nonepic magic item Table: Armor Special Abilities.
  3. Roll on Table: Specific Epic Magic Armor and Shields.
  4. Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.
  5. Roll on Table: Epic Armor and Shields.
Table: Epic Armor and Shields
d%Enhancement BonusMarket Price
01–21+11+1,210,000 gp
22–39+12+1,440,000 gp
40–54+13+1,690,000 gp
55–66+14+1,960,000 gp
67–76+15+2,250,000 gp
77–84+16+2,560,000 gp
85–90+17+2,890,000 gp
91–94+18+3,240,000 gp
95–97+19+3,610,000 gp
98–99+20+4,000,000 gp
100Roll again and add +10 to bonus12
  1. This is cumulative if rolled multiple times.
  2. For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus ×10,000 gp.
Table: Random Armor Type
d%ArmorArmor Cost1
01Padded+155 gp
02Leather+160 gp
03–12Hide+165 gp
13–27Studded leather+175 gp
28–42Chain shirt2+250 gp
43Scale mail2+200 gp
44Chainmail2+300 gp
45–57Breastplate2+350 gp
58Splint mail2+350 gp
59Banded mail2+400 gp
60Half-plate2+750 gp
61–100Full plate2+1,650 gp
All magic armor is masterwork armor (with an armor check penalty 1 lower than normal).
  1. Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.
  2. Roll d% to determine material: 01–70 steel; 71–90 mithral; 91–99 adamantine; 100 other. Adjust price accordingly.
Table: Random Shield Type
d%ShieldShield Cost1
01–10Buckler+165 gp
11–15Shield, light wooden2+153 gp
16–20Shield, light steel3+159 gp
21–30Shield, heavy wooden2+157 gp
31–95Shield, heavy steel3+170 gp
96–100Shield, tower2+180 gp
All magic shields are masterwork shields (with an armor check penalty 1 lower than normal).
  1. Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.
  2. Roll d% to determine material: 01–70 wood; 71–99 dark-wood; 100 other. Adjust price accordingly.
  3. Roll d% to determine material: 01–70 steel; 71–90 mithral; 91–99 adamantine; 100 other. Adjust price accordingly.

Epic Armor and Shield Special Ability Descriptions

Most magic armor and shields only have enhancement bonuses. Such items can also have special abilities, such as those detailed below and nonepic abilities. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Table: Armor Special Abilities
d%Special AbilityMarket Price Modifier1
01–06Great invulnerability (10/magic)+4 bonus
07–11Great invulnerability (15/magic)+5 bonus
12–19Negating+5 bonus
20–26Acid warding+6 bonus
27–33Cold warding+6 bonus
34–40Fire warding+6 bonus
41–44Great invulnerability (5/epic)+6 bonus
45–50Great spell resistance (SR 21)+6 bonus
51–57Lightning warding+6 bonus
58–64Sonic warding+6 bonus
65–67Great invulnerability (10/epic)+7 bonus
68–72Great spell resistance (SR 23)+7 bonus
73–76Great spell resistance (SR 25)+8 bonus
77–79Great spell resistance (SR 27)+9 bonus
80–87Roll on nonepic magic item Table: Armor Special Abilities, then roll again on this table.
88–95Roll twice on nonepic magic item Table: Armor Special Abilities.
96–100Roll twice again2
  1. Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.
  2. If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.
Table: Shield Special Abilities
d%Shield Special AbilityMarket Price Modifier1
01–06Great invulnerability (10/magic)+4 bonus
07–12Great invulnerability (15/magic)+5 bonus
13–19Acid warding+6 bonus
20–26Cold warding+6 bonus
27–33Fire warding+6 bonus
34–37Great invulnerability (5/epic)+6 bonus
38–43Great spell resistance (SR 21)+6 bonus
44–46Infinite arrow deflection+6 bonus
47–53Lightning warding+6 bonus
54–60Sonic warding+6 bonus
61–63Great invulnerability (10/epic)+7 bonus
64–68Great spell resistance (SR 23)+7 bonus
69–71Exceptional arrow deflection+8 bonus
72–75Great spell resistance (SR 25)+8 bonus
76–78Great spell resistance (SR 27)+9 bonus
79Great reflection+10 bonus
80–87Roll on nonepic magic item Table: Shield Special Abilities, then roll again on this table.
88–95Roll twice on nonepic magic item Table: Shield Special Abilities.
96–100Roll twice again2
  1. Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.
  2. If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Specific Epic Armors

Table: Specific Epic Magic Armor and Shields
d%Specific Armor or ShieldMarket Price
01–20Shapeshifter’s armor400,165 gp
21–40Warlord’s breastplate416,200 gp
41–57Dragonskin armor564,550 gp
58–71Armor of the celestial battalion616,300 gp
72–82Armor of the abyssal horde768,260 gp
83–93Antimagic armor871,500 gp
94–100Bulwark of the great dragon1,612,980 gp

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