Worldly (Armor Magic Property)

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Worldly (Armor Magic Property)

Enchant Cost: +8 (epic)

You must be level 21 or higher to equip, wield or wear an item with this property.

A suit of armor with this property is typically decorated with pastoral scenes of peaceful countrysides and gatherings at tables laden with feasts, and images of comfortable repose in front of cozy fires. Within a suit of Worldly armor there is an entire world, hundreds of miles in expanse, which the wearer can access out of combat.

Out of combat, the Wordly property allows the wearer to trigger the armor with only a moment of concentration (while wearing it) to become a massive adamantine tower (a 30-foot wide by 80-foot tall (6x6x16 rectangle) tower). This tower must be activated upon a surface suitable for using the Walk movement, and requires a 6x6 space of open terrain. If these conditions are not met, the property will not activate. The adamantine tower has a Maneuver Defense equal to the wearer of the armor +10, and has a Durability twenty times that of the armor before it is activated. Any damage inflicted upon the tower is instantly repaired if the armor is activated again, and any damage on the armor is instantly repaired when the tower is activated. If either the armor or the tower is broken, then it cannot switch forms until it is repaired. The armor, the tower, and all portals within are completely immune to such effects as Dispel Magic, Disjunction, and even Antimagic Fields.

Inside of the tower are a single large room on the lower floor, ten feet high, with metal tables, chairs, doors, and stairs to a number of floors in the center of the tower, each ten feet high, similarly furnished. Further stairs lead to a room at the top of the tower. The roof of the tower has basic crenelations from which to fight, if desired.

In the upper room is a portal to an extradimensional space akin to a Mage's Magnificent Mansion, with a Caster Level equal to the character level of the wearer of the armor. However, unlike the blatantly unreal nature of a Mage Mansion, the space within a suit of Wordly Armor is actually real, and is inhabited by people, whose nature is left to the player and the GM to decide. Whether this is some alternate Plane, or a type of Demiplane or even some entire Miniverse, is left to the GM to adjudicate. (We urge the use of good taste, but it's your game....) Note that it is technically possible for there to be encounters and adventures that occur WITHIN the armor, depending upon how solipsistic the referee wishes to become.

The space within this armor has all the luxuries of a Mage Mansion, and in addition, can have additional properties as set out by the Greater Create Demiplane Spell. Any features of such a space can be activated by the wearer by spending a full day inside the armor's world, imposing your will upon it. Crops can be grown, animals such as Mounts and Animal Companions taken within and properly sheltered, and if left within, the inhabitants within the armor will properly tend to them. The exact appearance of the interior of a suit of Wordly Armor is left to the GM and player to decide, but it usually appears as a large and comfortable tavern, offering all amenities, with a large internal courtyard of open space, with gardens and grazing space, with balmy, pleasant conditions, although the owner of the armor can alter this to their own tastes, as laid out in the Demiplane spell. Note that any Gates created from this internal world must only open into the fortress, and as a result, while in Armor form, the world within is not accessible from the outside.

Even more importantly, the thriving settlement within the armor actually serves as a Settlement for purposes of access to merchants. A suit of Wordly armor can provide access to merchants as if it were a Metropolis, with all normal aspects of such a merchant. No, money spent inside the armor does NOT go to the owner of the suit of armor, it is removed from play just as with normal merchants. A suit of Worldly armor also provides access to Library services and other features of setlements, and if the wearer chooses, can double all days of downtime spent within, along with any other features of the plane.

While in its fortress form, the wearer is not considered to be wearing the armor. However, when the owner is done with the fortress/mansion, when they are the last 'outside' person inside, they may trigger it again to be instantly back inside their armor. The armor may not be triggered while anyone who came from outside is still within, or if anyone other than the owner is wearing it.

Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 65), a vital remnant (tier 6), and an item symbolic of the enchantment.