Armor Magic Properties: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
 
(19 intermediate revisions by 2 users not shown)
Line 3: Line 3:
[[Image:Magic_Armor_1.jpg|500px|right|x]]
[[Image:Magic_Armor_1.jpg|500px|right|x]]
== Introduction ==
== Introduction ==
Magic armor properties grant the wearer special abilities while wearing the armor.  These abilities vary greatly, but often bear a resemblance to spell effects.  Note that Spell Effects cannot be applied to armor.   
[[Crafting Magic Armor | Magic armor]] properties grant the wearer special abilities while wearing the armor.  These abilities vary greatly, but often bear a resemblance to spell effects.  Note that Spell Effects cannot be applied to armor.   


Those magic armor properties which provide a permanent bonus must be worn for 24 hours in order to attune to the item and get its benefits. Once attuned, the item provides the bonus any time the magic item is worn. When taken off, the magic item does not provide any bonuses but the attunement stays intact  (if there are exceptions to this rule, the magic armor property will specifically state that the effect continues even if the armor is taken off). An attunement is lost if someone else wears the item for 24 hours and becomes attuned, at which point the previous attunement is disrupted. The original character can, of course, re-attune to the item with a new 24-hour attunement.
Those magic armor properties which provide a permanent bonus must be worn for 24 hours in order to attune to the item and get its benefits. Once attuned, the item provides the bonus any time the magic item is worn. When taken off, the magic item does not provide any bonuses but the attunement stays intact  (if there are exceptions to this rule, the magic armor property will specifically state that the effect continues even if the armor is taken off). An attunement is lost if someone else wears the item for 24 hours and becomes attuned, at which point the previous attunement is disrupted. The original character can, of course, re-attune to the item with a new 24-hour attunement.


Magic armor cannot have any magic armor properties applied to it unless it has at least a +1 Enhancement bonus also applied to it.  For example, you cannot make a suit of Studded Leather armor with the +2 magic armor property of Expeditious unless it has at least a +1 enhancement bonus (and therefore an Absolute Bonus of +3).  No armor may be enchanted with Epic magic armor properties unless they have an Enhancement bonus of at least +6.
Magic armor cannot have any magic armor properties applied to it unless it has at least a +1 Enhancement bonus also applied to it.  For example, you cannot make a suit of Studded Leather armor with the +2 magic armor property of Expeditious unless it has at least a +1 enhancement bonus.  No armor may be enchanted with Epic magic armor properties unless they have an Enhancement bonus of at least +6.


'''Important Note:''' If a character has more than one item equipped which provides magic armor properties, only the item with the highest enhancement bonus actually provides benefits to the wearer (in the event they are the same, the wearer may choose which item functions and which is dormant). The lesser item's magic armor properties provide no benefits whatsoever, even if they are 'always on' abilities, unless the greater item is taken off.
'''Important Note:''' If a character has more than one item equipped which provides magic armor properties, only the item with the highest enhancement bonus actually provides benefits to the wearer (in the event they are the same, the wearer may choose which item functions and which is dormant). The lesser item's magic armor properties provide no benefits whatsoever, even if they are 'always on' abilities, unless the greater item is taken off.
Line 13: Line 13:
== Magic Armor Costs ==
== Magic Armor Costs ==
To determine the cost of a suit of armor, three elements must be added together:
To determine the cost of a suit of armor, three elements must be added together:
* The cost of the suit of armor.
* The cost of the [[Armor and Shields | suit of armor]].
* The cost of any special materials used to create the armor (e.g. mithril, adamantine, etc.).
* The cost of any [[Dweomermetals | special materials]] used to create the armor (e.g. mithril, adamantine, etc.).
* The cost of the Absolute Bonus (the sum of the magic properties and the enhancement bonus).
* The cost of the [[Crafting Magic Armor | Enhancement Bonus]]
 
* The cost of the '''''sum''''' of the plusses of all magic properties on the armor
=== Absolute Bonus ===
The Absolute Bonus is determined by adding together the plus values of the armor's Enhancement Bonus and any Magical Properties it will be enchanted with.  For example, a +2 Expeditious Breastplate has a +4 Absolute Bonus, since the Expeditious property has a +2 cost associated with it.


=== Dweomermetals ===
=== Dweomermetals ===
Dweomermetals, such as mithril, argent and bloodgold, can grant the armor special qualities, as well as improved hardness and durability.  The prices and special qualities of each dweomermetal are described in detail on the [[Dweomermetals]] page.
Dweomermetals, such as mithril, argent and bloodgold, can grant the armor special qualities, as well as improved hardness and durability.  The prices and special qualities of each dweomermetal are described in detail on the [[Dweomermetals]] page.


Dweomermetals do not alter the Absolute Bonus of armor, though the cost for armor made with a dweomermetal is added to the overall cost of the armor.
Dweomermetals do not alter the enhancement bonus costs, or the magic properties cost of armor, though the cost for the dweomermetal is added to the overall cost of the armor.


Note that special materials can be added to an existing suit of armor, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the reforging rules referenced from the Dweomermetals page.
Note that special materials can be added to an existing suit of armor, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the [[Dweomermetals#Reforging_a_Dweomermetal|reforging rules]] for details.


=== Campaign Level ===
=== Campaign Level ===
Heroic tier characters (characters from level 1 to level 20) can wear armor with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Armor properties applied to their armor, though there must always be at least +1 Enhancement bonus on the armor before any magic armor properties can be applied.  As a result, heroic tier characters can wear armor with an absolute bonus of anything from +1 to +10.  
Heroic tier characters (characters from level 1 to level 20) can wear armor with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Armor properties applied to their armor, though there must always be at least +1 Enhancement bonus on the armor before any magic armor properties can be applied.


Epic tier characters (characters level 21 to level 35) can wear armor with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Armor properties applied to their armor (resulting in an Absolute Bonus as high as +18). However, the enhancement bonus of the armor must be raised to at least +6 before it can have any Epic magic armor properties applied to it. 
Epic tier characters (characters level 21 to level 35) can wear armor with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Armor properties applied to their armor.  


Any attempt to wear armor more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the armor (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the armor).  
Any attempt to wear armor more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the armor (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the armor).  
Line 37: Line 35:


=== Upgrading and Changing Magic Armor Properties ===
=== Upgrading and Changing Magic Armor Properties ===
Magic armor properties can be removed from a suit of magic armor, replaced with altogether new properties, or upgraded to a higher version of the existing magic armor property (when applicable).  The cost to do so is the difference in cost between the old Absolute Bonus and the new Absolute Bonus.  However, if the Absolute Bonus goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work.  Performing magic armor property swaps and upgrades takes one full day of work per change in the Absolute Bonus, with a minimum of 1 full day.  Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the armor while the craftsman is working on it.  Some craftsmen might offer to lend or rent out a suit of armor while their customers wait, though they would expect the loaner armor to return to them in good condition.
Magic armor properties can be removed from a suit of magic armor, replaced with altogether new properties, or upgraded to a higher version of the existing magic armor property (when applicable).  The cost to do so is the difference between the cost of the sum of plusses of the old properties and cost for the sum of plusses of the new properties.  However, if the sum of plusses of the properties goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work.  Performing magic armor property swaps and upgrades takes one full day of work per change in the plus sum, with a minimum of 1 full day.  Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the armor while the craftsman is working on it.  Some craftsmen might offer to lend or rent out a suit of armor while their customers wait, though they would expect the loaner armor to return to them in good condition.


Enhancement bonuses cannot be removed from magic armor once applied, but the enhancement bonus can be increased. If the armor is made from a dweomermetal that offers an alternate way of allocating the enhancement bonus, this can also be changed by a craftsman (or a character with the Creator feat), but performing this work also takes one full day of work per change in the Absolute Bonus, with a minimum of 1 full day.
Enhancement bonuses cannot be removed from magic armor once applied, but the enhancement bonus can be increased. Each +1 enhancement bonus being added requires 1 full day of work.


Magic Armor which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wearer, or worse.
Magic Armor which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wearer, or worse.


* [[Template_talk:Magic_Property|Magic Property Template]]


== +1 Armor Magic Properties ==
== +1 Armor Magic Properties ==
Line 58: Line 54:


{{ArmorPropertiesTableAid|Grinding}}
{{ArmorPropertiesTableAid|Grinding}}
{{ArmorPropertiesTableAid|Hosteling}}


{{ArmorPropertiesTableAid|Impervious}}
{{ArmorPropertiesTableAid|Impervious}}
Line 73: Line 71:


{{ArmorPropertiesTableAid|Expeditious}}
{{ArmorPropertiesTableAid|Expeditious}}
{{ArmorPropertiesTableAid|Filmy Armor}}


{{ArmorPropertiesTableAid|Glamered}}
{{ArmorPropertiesTableAid|Glamered}}
Line 80: Line 80:
{{ArmorPropertiesTableAid|Jousting}}
{{ArmorPropertiesTableAid|Jousting}}


{{ArmorPropertiesTableAid|Shadow}}
{{ArmorPropertiesTableAid|Reactive I}}
 
{{ArmorPropertiesTableAid|Shady}}


{{ArmorPropertiesTableAid|Slick}}
{{ArmorPropertiesTableAid|Slick}}
Line 104: Line 106:


{{ArmorPropertiesTableAid|Fortification, Moderate}}
{{ArmorPropertiesTableAid|Fortification, Moderate}}
{{ArmorPropertiesTableAid|Graceful}}
{{ArmorPropertiesTableAid|Hosteling}}


{{ArmorPropertiesTableAid|Jousting, Improved}}
{{ArmorPropertiesTableAid|Jousting, Improved}}


{{ArmorPropertiesTableAid|Radiant}}
{{ArmorPropertiesTableAid|Radiant}}
{{ArmorPropertiesTableAid|Reactive II}}


{{ArmorPropertiesTableAid|Scratching}}
{{ArmorPropertiesTableAid|Scratching}}
Line 145: Line 145:


{{ArmorPropertiesTableAid|Martyring}}
{{ArmorPropertiesTableAid|Martyring}}
{{ArmorPropertiesTableAid|Reactive III}}


{{ArmorPropertiesTableAid|Scraping}}
{{ArmorPropertiesTableAid|Scraping}}


{{ArmorPropertiesTableAid|Shadow, Improved}}
{{ArmorPropertiesTableAid|Shadowy}}


{{ArmorPropertiesTableAid|Slick, Improved}}
{{ArmorPropertiesTableAid|Slick, Improved}}
Line 174: Line 176:


{{ArmorPropertiesTableAid|Glorious}}
{{ArmorPropertiesTableAid|Glorious}}
{{ArmorPropertiesTableAid|Indomitable}}


{{ArmorPropertiesTableAid|Invulnerability, Improved}}
{{ArmorPropertiesTableAid|Invulnerability, Improved}}


{{ArmorPropertiesTableAid|Reactive I}}
{{ArmorPropertiesTableAid|Reactive IV}}
 
{{ArmorPropertiesTableAid|Righteous}}


{{ArmorPropertiesTableAid|Sactificing}}
{{ArmorPropertiesTableAid|Sacrificing}}


{{ArmorPropertiesTableAid|Slick, Greater}}
{{ArmorPropertiesTableAid|Slick, Greater}}
Line 203: Line 201:


{{ArmorPropertiesTableAid|Adhesive, True}}
{{ArmorPropertiesTableAid|Adhesive, True}}
{{ArmorPropertiesTableAid|Adumbral}}


{{ArmorPropertiesTableAid|Delving, Greater}}
{{ArmorPropertiesTableAid|Delving, Greater}}
Line 222: Line 222:
{{ArmorPropertiesTableAid|Jousting, True}}
{{ArmorPropertiesTableAid|Jousting, True}}


{{ArmorPropertiesTableAid|Reactive II}}
{{ArmorPropertiesTableAid|Reactive V}}


{{ArmorPropertiesTableAid|Spell Storing, Capacious}}
{{ArmorPropertiesTableAid|Spell Storing, Capacious}}
Line 244: Line 244:


{{ArmorPropertiesTableAid|Giving}}
{{ArmorPropertiesTableAid|Giving}}
{{ArmorPropertiesTableAid|Reactive III}}
{{ArmorPropertiesTableAid|Shadows, Absolute}}


{{ArmorPropertiesTableAid|Slick, Absolute}}
{{ArmorPropertiesTableAid|Slick, Absolute}}
Line 254: Line 250:


{{ArmorPropertiesTableAid|Stanching, True}}
{{ArmorPropertiesTableAid|Stanching, True}}
{{ArmorPropertiesTableAid|Unstoppable}}


{{ArmorPropertiesTableAid|Windborn}}
{{ArmorPropertiesTableAid|Windborn}}
Line 267: Line 261:


{{ArmorPropertiesTableAid|Aeolian}}
{{ArmorPropertiesTableAid|Aeolian}}
{{ArmorPropertiesTableAid|Chiaroscuric}}


{{ArmorPropertiesTableAid|Diving, Perfect}}
{{ArmorPropertiesTableAid|Diving, Perfect}}
Line 279: Line 275:


{{ArmorPropertiesTableAid|Jousting, Perfect}}
{{ArmorPropertiesTableAid|Jousting, Perfect}}
{{ArmorPropertiesTableAid|Reactive IV}}
{{ArmorPropertiesTableAid|Shadows, True}}


{{ArmorPropertiesTableAid|Spell Storing, Amazing}}
{{ArmorPropertiesTableAid|Spell Storing, Amazing}}
Line 300: Line 292:


{{ArmorPropertiesTableAid|Expeditious, Mighty}}
{{ArmorPropertiesTableAid|Expeditious, Mighty}}
{{ArmorPropertiesTableAid|Gossamer Armor}}


{{ArmorPropertiesTableAid|Illustrious}}
{{ArmorPropertiesTableAid|Illustrious}}
{{ArmorPropertiesTableAid|Invincible}}


{{ArmorPropertiesTableAid|Invulnerability, True}}
{{ArmorPropertiesTableAid|Invulnerability, True}}
{{ArmorPropertiesTableAid|Reactive V}}


{{ArmorPropertiesTableAid|Saintly}}
{{ArmorPropertiesTableAid|Saintly}}
{{ArmorPropertiesTableAid|Shadows, Perfect}}


{{ArmorPropertiesTableAid|Spell Storing, Perfect}}
{{ArmorPropertiesTableAid|Spell Storing, Perfect}}

Latest revision as of 18:05, 22 December 2020

x

Introduction

Magic armor properties grant the wearer special abilities while wearing the armor. These abilities vary greatly, but often bear a resemblance to spell effects. Note that Spell Effects cannot be applied to armor.

Those magic armor properties which provide a permanent bonus must be worn for 24 hours in order to attune to the item and get its benefits. Once attuned, the item provides the bonus any time the magic item is worn. When taken off, the magic item does not provide any bonuses but the attunement stays intact (if there are exceptions to this rule, the magic armor property will specifically state that the effect continues even if the armor is taken off). An attunement is lost if someone else wears the item for 24 hours and becomes attuned, at which point the previous attunement is disrupted. The original character can, of course, re-attune to the item with a new 24-hour attunement.

Magic armor cannot have any magic armor properties applied to it unless it has at least a +1 Enhancement bonus also applied to it. For example, you cannot make a suit of Studded Leather armor with the +2 magic armor property of Expeditious unless it has at least a +1 enhancement bonus. No armor may be enchanted with Epic magic armor properties unless they have an Enhancement bonus of at least +6.

Important Note: If a character has more than one item equipped which provides magic armor properties, only the item with the highest enhancement bonus actually provides benefits to the wearer (in the event they are the same, the wearer may choose which item functions and which is dormant). The lesser item's magic armor properties provide no benefits whatsoever, even if they are 'always on' abilities, unless the greater item is taken off.

Magic Armor Costs

To determine the cost of a suit of armor, three elements must be added together:

Dweomermetals

Dweomermetals, such as mithril, argent and bloodgold, can grant the armor special qualities, as well as improved hardness and durability. The prices and special qualities of each dweomermetal are described in detail on the Dweomermetals page.

Dweomermetals do not alter the enhancement bonus costs, or the magic properties cost of armor, though the cost for the dweomermetal is added to the overall cost of the armor.

Note that special materials can be added to an existing suit of armor, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the reforging rules for details.

Campaign Level

Heroic tier characters (characters from level 1 to level 20) can wear armor with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Armor properties applied to their armor, though there must always be at least +1 Enhancement bonus on the armor before any magic armor properties can be applied.

Epic tier characters (characters level 21 to level 35) can wear armor with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Armor properties applied to their armor.

Any attempt to wear armor more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the armor (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the armor).

At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the armor may be enchanted in any way the characters can afford.

Upgrading and Changing Magic Armor Properties

Magic armor properties can be removed from a suit of magic armor, replaced with altogether new properties, or upgraded to a higher version of the existing magic armor property (when applicable). The cost to do so is the difference between the cost of the sum of plusses of the old properties and cost for the sum of plusses of the new properties. However, if the sum of plusses of the properties goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work. Performing magic armor property swaps and upgrades takes one full day of work per change in the plus sum, with a minimum of 1 full day. Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the armor while the craftsman is working on it. Some craftsmen might offer to lend or rent out a suit of armor while their customers wait, though they would expect the loaner armor to return to them in good condition.

Enhancement bonuses cannot be removed from magic armor once applied, but the enhancement bonus can be increased. Each +1 enhancement bonus being added requires 1 full day of work.

Magic Armor which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wearer, or worse.


+1 Armor Magic Properties

Magic Item Name Description Cost
Benevolent Increase Aid Another bonus to armor by +2. +1
Bitter This armor is yucky, making bite-grapples and swallow attacks more difficult +1
Deathless Gain ER 10/positive and ER 10/negative, and ignore one point of Essence Suppression or Essence Omission per day. +1
Fortification, Light Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. +1
Grinding Enemies grappling you take damage +1
Hosteling Store mounts, familiars, and/or animal companions safely within your armor +1
Impervious The armor is much harder to destroy +1
Spell Storing Stores a single spell of up to 3rd level, which can be used as a free action. +1
Stanching Reduce bleed effects by the armor's enhancement bonus +1

+2 Armor Magic Properties

Magic Item Name Description Cost
Ceaseless Gain ER 20/positive and ER 20/negative, and ignore one point of Essence Suppression or Essence Omission per encounter. +2
Expeditious Gain brief bursts of incredible movement. +2
Filmy Armor The armor's wearer is immune to being Flat-footed and gains ER 25/force. +2
Glamered Change your armor to appear as clothing +2
Invulnerability, Lesser Gain Damage Resistance (DR) versus common physical damage types. +2
Jousting Gain a +5 bonus on Ride skill checks +2
Reactive I Removes all armor penalties, adds +1 to many skills, adds +5 feet movement. +2
Shady Activate a shadowy form once per day to reduce the damage of attacks. +2
Slick Gain a +3 on Escape Artist skill checks +2
Spell Resistance, Minor Wearer gains spell resistance +2
Spell Storing, Abundant Stores up to two spells of up to 3rd level, which can be used as a free action. +2

+3 Armor Magic Properties

Magic Item Name Description Cost
Adhesive Wearer gains a Lesser Climb speed of 20 feet, and bonuses to some Maneuver Offense checks. +3
Arcanist Lowers the spell failure chance by fifteen percent. +3
Delving Wearer gains a Burrowing speed of 10 feet +3
Determination Armor restores wearer to their bloodied value of hit points when they are reduced to 0 or fewer hit points +3
Diving Wearer gains a Lesser Swim speed of 20 feet and can breathe underwater +3
Fortification, Moderate Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. +3
Jousting, Improved Gain a +5 bonus on Ride skill checks and access to a Jousting Pool +3
Radiant Armor gives off light on command and can reveal nearby concealed or invisible creatures +3
Reactive II Removes all armor penalties, adds +2 to many skills, adds +10 feet movement. +3
Scratching Enemies grappling you take damage +3
Spell Resistance, Lesser Wearer gains spell resistance +3
Spell Storing, Improved Stores a single spell of up to 5th level, which can be used as a free action. +3
Stanching, Improved Reduce bleed effects by the armor's enhancement bonus and gain Cure Light Wounds once per day. +3
Titanic Gain some of the benefits of being one size category larger +3

+4 Armor Magic Properties

Magic Item Name Description Cost
Adhesive, Improved Wearer gains a Lesser Climb speed of 40 feet, and bonuses to some Maneuver Offense checks. +4
Colossal Gain some of the benefits of being one size category larger, carry huge amounts of weight. +4
Delving, Improved Wearer gains a Tunneling speed of 30 feet, is surrounded by breathable air, immune to poisons and diseases, and gains bonuses against Environmental Effects. +4
Diving, Improved Wearer gains a Lesser Swim speed of 50 feet and can breathe underwater +4
Expeditious, Improved Gain brief bursts of incredible movement. +4
Innkeepers Armor functions as a secure and comfortable retreat. +4
Invulnerability, Common Gain Damage Resistance (DR) versus common physical damage types. +4
Jousting, Greater Gain a +5 bonus on Ride skill checks and access to a 9d6 Jousting Pool +4
Martyring Heal your allies when you get critically hit +4
Reactive III Removes all armor penalties, adds +3 to many skills, adds +15 feet movement. +4
Scraping Enemies grappling you take corrosion (physical, uncommon) damage +4
Shadowy Activate a shadowy form once per encounter to reduce the damage of attacks. +4
Slick, Improved Once per day, escape from a grapple +4
Spell Resistance, Improved Wearer gains spell resistance +4
Spell Storing, Ample Stores up to two spells of up to 4th level, which can be used as a free action. +4
Unending Gain ER 35/positive and ER 35/negative, and ignore one point of Essence Suppression or Essence Omission per round. +4
Zephyr Wearer gains a lesser flight speed of 30 feet +4

+5 Armor Magic Properties

Magic Item Name Description Cost
Adhesive, Greater Wearer gains a Lesser Climb speed of 60 feet, and bonuses to some Maneuver Offense checks. +5
Diving, Greater Wearer gains a Greater Swim speed of 60 feet and can breathe underwater +5
Fortification, Heavy Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. +5
Gigantic Gain some of the benefits of being one size category larger, carry huge amounts of weight. +5
Glorious Armor gives off light on command, can emit a damaging light (energy, uncommon) aura, or can reveal nearby concealed or invisible creatures +5
Invulnerability, Improved Gain Damage Resistance (DR) versus common physical damage types. +5
Reactive IV Removes all armor penalties, adds +4 to many skills, adds +20 feet movement. +5
Sacrificing Heal your allies when you get critically hit +5
Slick, Greater Wearer cannot be grappled +5
Spell Resistance, Greater Wearer gains spell resistance +5
Spell Storing, Greater Stores a single spell of up to 7th level, which can be used as a free action. +5
Sprightly Wearer gains a lesser flight speed of 120 feet +5
Stanching, Greater Reduce bleed effects by the armor's enhancement bonus and gain curing when injured or bloodied. +5
Tavernous Armor functions as a secure and comfortable retreat to an inhabited and useful pocket universe. +5

+6 Epic Armor Magic Properties

Magic Item Name Description Cost
Adhesive, True Wearer gains a Greater Climb speed of 60 feet, and bonuses to some Maneuver Offense checks. +6 (epic)
Adumbral Activate a shadowy form to reduce the damage of attacks. +6 (epic)
Delving, Greater Wearer gains a Tunneling speed of 60 feet, is surrounded by breathable air, immune to poisons and diseases, and gains bonuses against Environmental Effects. +6 (epic)
Diving, True Wearer gains a Greater Swim speed of 90 feet and can breathe underwater +6 (epic)
Dimensional Once per encounter (or once per minute) the wearer may use Dimension Door +6 (epic)
Expeditious, Greater Gain brief bursts of incredible movement. +6 (epic)
Everlasting Gain ER 55/positive and ER 55/negative, and ignore one point of Essence Suppression or Essence Omission per attack. +6 (epic)
Force Armor Wearer is immune to being Flat-footed, more easily resists touch attacks, and gain ER 50/force. +6 (epic)
Grating Enemies grappling or moving you take corrosion (physical, uncommon) damage +6 (epic)
Invulnerability, Strong Gain Damage Resistance (DR) versus common physical damage types. +6 (epic)
Jousting, True Gain a +5 bonus on Ride skill checks and access to a 15d6+30 Jousting Pool +6 (epic)
Reactive V Removes all armor penalties, adds +5 to many skills, adds +30 feet movement. +6 (epic)
Spell Storing, Capacious Stores up to three spells of up to 6th level, which can be used as a free action. +6 (epic)

+7 Epic Armor Magic Properties

Magic Item Name Description Cost
Capitoline Armor functions as a secure and comfortable retreat to an inhabited and useful pocket universe, including even merchants. +7 (epic)
Celestial Armor gives off light on command, can emit a damaging light (energy, uncommon) aura, or can reveal nearby concealed or invisible creatures +7 (epic)
Delving, True Wearer gains an Earth Glide speed of 60 feet, is surrounded by breathable air, immune to poisons and diseases, and gains bonuses against Environmental Effects. +7 (epic)
Expeditious, Perfected Gain brief bursts of incredible movement. +7 (epic)
Immense Become one size category larger while wearing this armor, gain the benefits of being even larger than that, and carry huge amounts of weight. +7 (epic)
Fortification, Absolute Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. +7 (epic)
Giving Heal your allies when you get critically hit +7 (epic)
Slick, Absolute Slide to nearby squares as a swift action. +7 (epic)
Spell Storing, True Stores a single spell of up to 9th level, which can be used as a free action. +7 (epic)
Stanching, True Reduce bleed effects by the armor's enhancement bonus and gain curing when injured or bloodied. +7 (epic)
Windborn Wearer gains a greater flight speed of 90 feet, and faster Overland Travel. +7 (epic)

+8 Epic Armor Magic Properties

Magic Item Name Description Cost
Adhesive, Perfect Wearer gains a Greater Climb speed of 100 feet, and bonuses to some Maneuver Offense checks. +8 (epic)
Aeolian Wearer gains a greater flight speed of 120 feet, and much faster Overland Travel. +8 (epic)
Chiaroscuric Activate a shaky, shadowy form to reduce the damage of attacks. +8 (epic)
Diving, Perfect Wearer gains a Greater Swim speed of 150 feet and can breathe underwater +8 (epic)
Expeditious, Absolute Gain brief bursts of incredible movement. +8 (epic)
Eroding Enemies grappling or moving you take squamous (physical, rare) damage +8 (epic)
Imperishable Gain 60 ER against positive (energy, uncommon) and negative (energy, uncommon) damage, and a 100% chance to ignore three points of Essence Suppression, Essence Omission, or Essence Destruction. +8 (epic)
Invulnerability, Greater Gain Damage Resistance (DR) versus common physical damage types. +8 (epic)
Jousting, Perfect Gain a +5 bonus on Ride skill checks and access to a 30d6+180 Jousting Pool +8 (epic)
Spell Storing, Amazing Stores up to three spells of up to 8th level, which can be used as a free action. +8 (epic)
Worldly Armor functions as a secure and comfortable retreat to an inhabited and useful pocket universe, including even merchants. +8 (epic)

+9 Epic Armor Magic Properties

Magic Item Name Description Cost
Brobdingnagian Become one size category larger while wearing this armor, gain the benefits of being even larger than that, and carry REALLY huge amounts of weight. +9 (epic)
Changeless The wearer is immune to ability damage, essence damage, and fatigue. +9 (epic)
Delving, Perfect Wearer gains an Earth Glide speed of 120 feet, is surrounded by breathable air, immune to poisons and diseases, and gains bonuses against Environmental Effects. +9 (epic)
Expeditious, Mighty Gain many brief bursts of incredible movement. +9 (epic)
Gossamer Armor Wearer is immune to Flat-footed, Wobbly, and Helpless, more easily resists touch attacks, and gains ER 90/force. +9 (epic)
Illustrious Armor gives off light on command, can emit a damaging light (energy, uncommon) aura, or can reveal nearby concealed or invisible creatures +9 (epic)
Invulnerability, True Gain Damage Resistance (DR) versus Common physical damage types. +9 (epic)
Saintly Heal your allies when you get critically hit +9 (epic)
Spell Storing, Perfect Stores up to five spells of up to 9th level, which can be used as a free action. +9 (epic)
Stanching, Perfect Reduce bleed effects by the armor's enhancement bonus and gain curing when injured or bloodied. +9 (epic)
Traveler Grants Dimension Door as move actions and Shades, 1/encounter. +9 (epic)