Magic Shields: Difference between revisions

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[[Image:Magic_Shield_1.jpg|400px|right|Crusader's Shield]]
[[Image:Magic_Shield_1.jpg|400px|right|Crusader's Shield]]
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Characters who choose to own a magic shield can either purchase one from a vendor, or build it themselves, if they have the [[Creator (Feat)|Creator]] feat (or know someone who does, and who is willing to commit to the time investment to help them).


==Calculating Cost==
When buying a magic shield, it must nearly always be custom-made by an armorsmith to match the requirements of the purchasing character.  Very few stores would have the space to keep a full inventory of every possible combination of shields.
To determine the cost of a magic shield, you must add up the following:
:* The cost of the non-magical base shield
:* The cost of any dweomermetal used in the shield's construction
:* The cost of the enhancement bonus
:* The cost of the ''sum'' of all magic properties


Magic shields are a combination of four elements, and these elements are each priced individually and added together to determine the total price of the shield:
* the base shield (i.e. a wooden buckler, or a heavy steel shield)
* any dweomermetal used in the construction of the shield
* the enhancement bonus applied to the shield
* the sum of all magic properties applied to the shield
===Base Shield===
The cost of the base shield can be found on the [[Armor_and_Shields#Shields|Armor and Shields]] page.
===Dweomermetals and Special Materials===
Dweomermetals, such as mithril, argent and bloodgold, can grant a shield special qualities and provide bonuses to their wielder.  The prices and special qualities of each dweomermetal are described in detail on the [[Dweomermetals]] page.
Dweomermetals do not alter the total pluses of enchantment on a shield, or count against the pluses of the shield's magic properties, though the cost for a shield made with a dweomermetal is added to the overall cost of the shield.
Note that special materials can be added to an existing shield, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the reforging rules described on the [[Dweomermetals]] page, as well as the [[Hirelings_and_Services#Reforging.2C_Brine_Quench_.C2.A0.C2.A0.5Bedit.5D|Hirelings and Services]] page.
===Shield Enhancement Bonus===
Heroic tier characters (characters from level 1 to level 20) can wield a shield with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Shield properties applied to their shield, though there must always be at least +1 Enhancement bonus on the shield before any magic shield properties can be applied.
Epic tier characters (characters level 21 to level 35) can wield a shield with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Shield properties applied to their shield. However, the enhancement bonus of the shield must be raised to at least +6 before it can have any Epic magic shield properties applied to it.
Any attempt to wield a shield more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the shield (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the shield).
At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the shield may be enchanted in any way the character can afford.
Enhancement bonuses add directly to the shield's base Deflection bonus.  This means a +4 heavy steel shield (which has a base deflection bonus of 2) would have a total deflection bonus of 6.  The shield is still called a "+4 shield" to make clear that the additional 4 points of deflection AC are coming from the magical enhancement that has been applied.
===Magic Shield Properties===
Magic Shield Properties are additional traits, bonuses or effects that magic shields grant or perform on top of the normal functionality of that shield.  Magic properties for shields can be found on the [[Shield Magic Properties]] page. A shield can have more than one magic property applied to it, but the cost to do so is the sum of the plus-cost of all properties applied.  Thus, a shield with both the "Keen" magic property (a +1 property) and the "Lesser Energy Warding" property (a +2 property) would have a total of +3 worth of properties.  The cost of these properties is also based on the sum, not the individual plus-cost of each; therefore, in this example, the pair of properties would cost {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=10-50 }} /2 round 0 }}}} gp.
Shields must have at least a +1 enhancement bonus before any magic shield properties may be added to them. The limit to the total value of all shield properties that may be added to a shield is +5 pluses worth of properties for characters level 20 or below (heroic tier), or +9 pluses-worth of properties for characters levels 21 to 35 (epic tier). At level 36 and higher all restrictions are lifted, and a shield may be enchanted in any way the character can afford and the referee will allow.
No item may ever have the same property twice.  Furthermore, two different items with the same property do not cause that property's benefits to stack (i.e. be added together).
===Upgrading and Changing Enchantments===
Enhancement bonuses cannot be removed from a magic shield once applied, but the enhancement bonus can be increased. The cost to do so is the difference in cost between the old bonus and the new bonus.
Magic shield properties can be removed from a shield, replaced with altogether new properties, or upgraded to a higher version of the existing magic shield property (when applicable).  The cost to do so is the difference in cost between the old plus-cost and the new plus-cost.  However, if the plus-cost 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 shield property swaps and upgrades takes one full day of work per change in the plus-cost, 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 shield while the craftsman is working on it.  Some craftsmen might offer to lend or rent out a shield while their customers wait, though they would expect the loaner shield to be returned to them in good condition.
Magic shields which are altered in such a way as to violate the limitations of the campaign level will inflict a [[Non-Proficiency|non-proficiency]] penalty on the wearer, or worse.
=== Determining Cost ===
To find the cost of the enhancement bonus, and/or magic properties, refer to the table below:
::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
! width="110" | Enhancement Bonus or Magic Properties || width="110" | Cost
! width="110" | Enhancement Bonus or Magic Properties || width="110" | Cost
Line 33: Line 72:
|}
|}


Buying a magic shield from a vendor also takes time, if that vendor doesn't have the shield in stock.  As mentioned above, unless the shield is very simple (i.e. no dweomermetal, and just an enhancement bonus with no properties), it is extremely unlikely a vendor will have it in stock.  Custom ordered shields take 1 day per plus of the enhancement bonus and per plus of any magic properties being applied, and an additional day for any dweomermetal to be added.  Therefore, a +4 keen, lesser energy warding, ambergold heavy steel shield would require 8 days to build -- 4 days for the +4, 3 days for the 3 pluses-worth of properties, and 1 day for the dweomermetal.


To create a magic shield, a character needs a good heavy workshop.  There must be a powerful heat source such as a blown forge or magical fire.  There must be a strong anvil and a wide variety of high-quality tools.  There must be adequate room to work, with benches and tables.  Finally, there should be a supply of materials, the most obvious being the shield or the pieces of the shield to be assembled. A good forge can be a cozy affair, or a massive workshop that sprawls and rambles through many rooms of a castle.  In no case is any workspace ever portable.
=== Player-Created Magic Shields ===
 
A player character who has the [[Creator (Feat)|Creator]] feat may attempt to make their own magic shield.  To do so, the character needs a good workshop.  There must be a powerful heat source such as a blown forge or magical fire.  There must be a strong anvil and a wide variety of high-quality tools.  There must be adequate room to work, with benches and tables.  Finally, there should be a supply of materials, the most obvious being the shield or the pieces of the shield to be assembled. A good forge can be a cozy affair, or a massive workshop that sprawls and rambles through many rooms of a castle.  In no case is any workspace ever portable.
Creating a magic shield has a special prerequisite: The creator's effective caster level must be at least three times the enhancement bonus of the shield. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic shield must have at least a +1 enhancement bonus to have any magic shield properties applied to it.
 
If spells are involved in the prerequisites for making the shield, the creator must have either 1) prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), 2) Purchased scrolls of the spells, 3) Have the spells otherwise available such as in a wand, or 4) have worked out with the GM in advance any allowed substitutions (a jug of white dragon saliva from a dragon of the proper challenge rating to substitute for a polar ray spell, for example) and must provide any material components or focuses the spells require. The act of working on the shield triggers the prepared spells, or integrates any allowed substitutes.  The spells are not available to cast, and the substitutes are consumed in making the item. (Those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)
 
Creating some shields may entail other prerequisites beyond just spells or substituted materials. See the individual descriptions for details.
 
:* Time Required:  Crafting magic shields requires one day for each CL of the item, minimum of seven days.
 
:* Feat(s) Required: Creator.
 
:* Skill(s) Required: Divinity, Naturalism, Reason, Spellcraft, Spycraft or Warfare
 
==Allowed Enchantments==
Magic shields have three types of improvements that may be applied to them:
 
===Shield Enhancement Bonus===
Heroic tier characters (characters from level 1 to level 20) can wield a shield with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Shield properties applied to their shield, though there must always be at least +1 Enhancement bonus on the shield before any magic shield properties can be applied. As a result, heroic tier characters can wield a shield with an absolute bonus of anything from +1 to +10.
 
Epic tier characters (characters level 21 to level 35) can wield a shield with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Shield properties applied to their shield (resulting in an Absolute Bonus as high as +18). However, the enhancement bonus of the shield must be raised to at least +6 before it can have any Epic magic shield properties applied to it.
 
Any attempt to wield a shield more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the shield (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the shield).
 
At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the shield may be enchanted in any way the character can afford.
 
===Magic Shield Properties===
* [[Shield Magic Properties]]
 
Magic Shield Properties are additional traits, bonuses or effects that magic shields grant or perform on top of the normal functionality of that shield.  Shields must have at least a +1 enhancement bonus before any magic shield properties may be added to them. The limit to the total value of all shield properties that may be added to a shield is +5 pluses worth of properties for characters level 20 or below (heroic tier), or +9 pluses-worth of properties for characters levels 21 to 35 (epic tier). At level 36 and higher all restrictions are lifted, and a shield may be enchanted in any way the character can afford and the referee will allow.
 
No item may ever have the same property twice.
 
: <h3>Upgrading and Changing Enchantments</h3>
: Enhancement bonuses cannot be removed from a magic shield once applied, but the enhancement bonus can be increased. The cost to do so is the difference in cost between the old Absolute Bonus and the new Absolute Bonus.
 
: Magic shield properties can be removed from a shield, replaced with altogether new properties, or upgraded to a higher version of the existing magic shield 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 shield 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 shield while the craftsman is working on it.  Some craftsmen might offer to lend or rent out a shield while their customers wait, though they would expect the loaner shield to be returned to them in good condition.
 
: Magic shields which are altered in such a way as to violate the limitations of the campaign level will inflict a [[Non-Proficiency|non-proficiency]] penalty on the wearer, or worse.
 
===Special Rule: Absolute Bonus===
By adding together the 'plus' values of the Enhancement Bonus and Magic Properties of a magical shield, you determine the shield's Absolute Bonus. For example, a +2 Energy (10/Sonic) Resistance War Shield has a +4 Absolute Bonus, which is the sum of the +2 Enhancement bonus and the +2 Energy Resistance property. The maximum possible Absolute Bonus of any magic weapon, armor or shield is +18, though the maximum allowed in a given campaign varies by the campaign's current player level. At level 36, all restrictions are lifted, and weapons, armors and shields may be enchanted in any way the characters can afford and the referee will allow.
 
===Dweomermetals and Special Materials===
* [[Dweomermetals]]


Mundane shields are assumed to be made of forged iron. Fragile shields are usually made of crude iron, bronze, or bone. Shields made from fantastic materials are possible as well, such as the classic mithril and adamantine.
The Creator Level (CL) of a magic shield is equal to three times the enhancement bonus of the shield, or three times the total plus-cost of the magic properties of the shield, which ever is higher. Whichever of these values isn't used then modifies the CL by +1 per 3 pluses.  Finally, if the shield has a dweomermetal, the CL is increased by an additional +1. So, our Ambergold +4 heavy steel shield with Keen (+1) and Lesser Energy Warding (+2) would have a CL of 14 (12 base for the +4 enhancement bonus, which is greater than the +3 pluses of the magic properties; +1 CL for having 3 pluses of magic properties, and +1 CL for having a dweomermetal).


In all cases, only ONE material may be used in the construction of a single shield, even after the Apotheosis at level 36. Unless the referee allows it, of course.
Adding magic properties to a magic shield will also require a remnant of the appropriate tier, and an item that is symbolic of the enchantment being applied by the property, for each property being added.  The GM is the final arbiter of what qualifies as 'symbolic', but GM's are encouraged to be fairly generous in their interpretations.  Items used in the construction are consumed in the process of building the shield.


==Other Magic Shield Considerations==
:* '''Time Required:'''  Crafting magic shields requires one day per two Creator Levels (CLs) of the item, minimum of seven days.
:* '''Feat(s) Required:''' [[Creator (Feat)]]. [[Creator, Epic (Feat)]] is also required for items requiring a Creator Level of 21 or higher.
:* '''Skill(s) Required:''' a [[Bailiwick]] skill check.


===Caster Level for Shields===
The cost of a magic shield created by a player character is only half the cost of buying it in the storeThis cost is further reduced by the cost of any symbolic items used in the construction of the shield.
The caster level of a magic shield 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 one or more magic shield properties, the higher of the listed caster level requirements must be metAs always, caster level can either be a character's 'native' caster if they actually cast spells, or their Effective Caster Level they gain from having the Creator feat and ranks in either Divinity, Naturalism, Reason, Spellcraft, Spycraft or Warfare.  Note that even spell casters must have the Creator feat to make magic items.


===Hardness and Hit Points===
{{:Sunders Against Shields}}
Shields do not have hardness or hit points.  This has been replaced with the [[Combat_Maneuvers#Sunder|Sunder combat maneuver]].  Instead, a shield can be [[Broken]] if a sunder attempt successfully equals or exceeds the wielder's Maneuver Defense.  See the [[Combat_Maneuvers#Sunder|Sunder maneuver]] and the [[Broken]] condition pages for more details. 


Magical enhancement bonuses on shields do not increase the wielder's Maneuver Defense versus sunder attempts, though some [[Dweomermetals]] do.
=== Interaction between Shields and Armo r===
Shield enhancement bonuses to Deflection AC stack with armor AC and armor enhancement bonuses, but they do not stack with other sources of Deflection AC (such as a Ring of Protection).  


===Interaction between Shields and Armor===
Shield enhancement bonuses to Deflection AC do not act as attack or damage bonuses when the shield is used in a shield bash.
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 shield bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).


A shield can be built such that it also acts as a magic weapon.  This requires the shield to be equipped with shield spikes, and is handled as if the shield was a double weapon, namely, two sets of enhancements are applied to the shield and the costs are tracked as though they were two separate items, even though they aren't.  Because shield spikes on a shield are really only one item, it is important to remember that like bonuses do not stack on the same item. For example, a property which grants a shield bonus to AC from the shield spikes would not stack with the AC bonus provided by the shield itself.  Also, as a note, some magic shield properties, such as the [[Defending]] magic item property, require you to use your shield as a weapon to gain any benefit from the property.  The GM may rule that when using the shield spikes as a weapon you lose the actual shield bonuses until the start of your next turn, just as if you used your shield for a shield bash.
A shield can be built such that it also acts as a magic weapon.  This requires the shield to be equipped with shield spikes, and is handled as if the shield was a double weapon, namely, two sets of enhancements are applied to the shield and the costs are tracked as though they were two separate items, even though they aren't.  Because shield spikes on a shield are really only one item, it is important to remember that like bonuses do not stack on the same item. For example, a property which grants a shield bonus to AC from the shield spikes would not stack with the AC bonus provided by the shield itself.  Also, as a note, some magic shield properties, such as the [[Defending]] magic item property, require you to use your shield as a weapon to gain any benefit from the property.  The GM may rule that when using the shield spikes as a weapon you lose the actual shield bonuses until the start of your next turn, just as if you used your shield for a shield bash.


Magic properties built into a 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 absolute bonus (enhancement plus special ability bonus equivalents) higher than +18. A shield with a special ability must also have at least a +1 enhancement bonus.
Magic properties built into a 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 more than a +9 enhancement bonus and a total of +9 pluses worth of magic properties. A shield with a magic property must also have at least a +1 enhancement bonus.


===Activation of Shields===
===Activation of Shields===

Revision as of 15:52, 8 May 2019

Crusader's Shield

Characters who choose to own a magic shield can either purchase one from a vendor, or build it themselves, if they have the Creator feat (or know someone who does, and who is willing to commit to the time investment to help them).

When buying a magic shield, it must nearly always be custom-made by an armorsmith to match the requirements of the purchasing character. Very few stores would have the space to keep a full inventory of every possible combination of shields.

Magic shields are a combination of four elements, and these elements are each priced individually and added together to determine the total price of the shield:

  • the base shield (i.e. a wooden buckler, or a heavy steel shield)
  • any dweomermetal used in the construction of the shield
  • the enhancement bonus applied to the shield
  • the sum of all magic properties applied to the shield

Base Shield

The cost of the base shield can be found on the Armor and Shields page.

Dweomermetals and Special Materials

Dweomermetals, such as mithril, argent and bloodgold, can grant a shield special qualities and provide bonuses to their wielder. The prices and special qualities of each dweomermetal are described in detail on the Dweomermetals page.

Dweomermetals do not alter the total pluses of enchantment on a shield, or count against the pluses of the shield's magic properties, though the cost for a shield made with a dweomermetal is added to the overall cost of the shield.

Note that special materials can be added to an existing shield, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the reforging rules described on the Dweomermetals page, as well as the Hirelings and Services page.

Shield Enhancement Bonus

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

Epic tier characters (characters level 21 to level 35) can wield a shield with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Shield properties applied to their shield. However, the enhancement bonus of the shield must be raised to at least +6 before it can have any Epic magic shield properties applied to it.

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

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

Enhancement bonuses add directly to the shield's base Deflection bonus. This means a +4 heavy steel shield (which has a base deflection bonus of 2) would have a total deflection bonus of 6. The shield is still called a "+4 shield" to make clear that the additional 4 points of deflection AC are coming from the magical enhancement that has been applied.

Magic Shield Properties

Magic Shield Properties are additional traits, bonuses or effects that magic shields grant or perform on top of the normal functionality of that shield. Magic properties for shields can be found on the Shield Magic Properties page. A shield can have more than one magic property applied to it, but the cost to do so is the sum of the plus-cost of all properties applied. Thus, a shield with both the "Keen" magic property (a +1 property) and the "Lesser Energy Warding" property (a +2 property) would have a total of +3 worth of properties. The cost of these properties is also based on the sum, not the individual plus-cost of each; therefore, in this example, the pair of properties would cost 12,500 gp.

Shields must have at least a +1 enhancement bonus before any magic shield properties may be added to them. The limit to the total value of all shield properties that may be added to a shield is +5 pluses worth of properties for characters level 20 or below (heroic tier), or +9 pluses-worth of properties for characters levels 21 to 35 (epic tier). At level 36 and higher all restrictions are lifted, and a shield may be enchanted in any way the character can afford and the referee will allow.

No item may ever have the same property twice. Furthermore, two different items with the same property do not cause that property's benefits to stack (i.e. be added together).

Upgrading and Changing Enchantments

Enhancement bonuses cannot be removed from a magic shield once applied, but the enhancement bonus can be increased. The cost to do so is the difference in cost between the old bonus and the new bonus.

Magic shield properties can be removed from a shield, replaced with altogether new properties, or upgraded to a higher version of the existing magic shield property (when applicable). The cost to do so is the difference in cost between the old plus-cost and the new plus-cost. However, if the plus-cost 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 shield property swaps and upgrades takes one full day of work per change in the plus-cost, 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 shield while the craftsman is working on it. Some craftsmen might offer to lend or rent out a shield while their customers wait, though they would expect the loaner shield to be returned to them in good condition.

Magic shields which are 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.

Determining Cost

To find the cost of the enhancement bonus, and/or magic properties, refer to the table below:

Enhancement Bonus or Magic Properties Cost
+1 1,150
+2 5,000
+3 12,500
+4 28,000
+5 90,000
+6 (epic) 377,500
+7 (epic) 1,150,000
+8 (epic) 3,600,000
+9 (epic) 11,025,000

Buying a magic shield from a vendor also takes time, if that vendor doesn't have the shield in stock. As mentioned above, unless the shield is very simple (i.e. no dweomermetal, and just an enhancement bonus with no properties), it is extremely unlikely a vendor will have it in stock. Custom ordered shields take 1 day per plus of the enhancement bonus and per plus of any magic properties being applied, and an additional day for any dweomermetal to be added. Therefore, a +4 keen, lesser energy warding, ambergold heavy steel shield would require 8 days to build -- 4 days for the +4, 3 days for the 3 pluses-worth of properties, and 1 day for the dweomermetal.

Player-Created Magic Shields

A player character who has the Creator feat may attempt to make their own magic shield. To do so, the character needs a good workshop. There must be a powerful heat source such as a blown forge or magical fire. There must be a strong anvil and a wide variety of high-quality tools. There must be adequate room to work, with benches and tables. Finally, there should be a supply of materials, the most obvious being the shield or the pieces of the shield to be assembled. A good forge can be a cozy affair, or a massive workshop that sprawls and rambles through many rooms of a castle. In no case is any workspace ever portable.

The Creator Level (CL) of a magic shield is equal to three times the enhancement bonus of the shield, or three times the total plus-cost of the magic properties of the shield, which ever is higher. Whichever of these values isn't used then modifies the CL by +1 per 3 pluses. Finally, if the shield has a dweomermetal, the CL is increased by an additional +1. So, our Ambergold +4 heavy steel shield with Keen (+1) and Lesser Energy Warding (+2) would have a CL of 14 (12 base for the +4 enhancement bonus, which is greater than the +3 pluses of the magic properties; +1 CL for having 3 pluses of magic properties, and +1 CL for having a dweomermetal).

Adding magic properties to a magic shield will also require a remnant of the appropriate tier, and an item that is symbolic of the enchantment being applied by the property, for each property being added. The GM is the final arbiter of what qualifies as 'symbolic', but GM's are encouraged to be fairly generous in their interpretations. Items used in the construction are consumed in the process of building the shield.

  • Time Required: Crafting magic shields requires one day per two Creator Levels (CLs) of the item, minimum of seven days.
  • Feat(s) Required: Creator (Feat). Creator, Epic (Feat) is also required for items requiring a Creator Level of 21 or higher.
  • Skill(s) Required: a Bailiwick skill check.

The cost of a magic shield created by a player character is only half the cost of buying it in the store. This cost is further reduced by the cost of any symbolic items used in the construction of the shield.

Sunders Against Shields

Shields, like armor, are designed to protect the wearer, and are therefore more difficult to Sunder. Shields have a durability akin to unattended objects, requiring more than one successful Sunder attempt to inflict the Broken condition upon the shield. In addition, if an enemy attempts to sunder any of your worn or wielded items, and you are proficiently wielding a shield, you may ALWAYS elect to have that sunder check apply to your shield instead, as long as your shield does not already have the Broken condition.

  • Bucklers have a durability of 1 (requires only 1 point of Siege Damage to inflict Broken)
  • Light Shields have a durability of 2 (requires 2 points of Siege Damage to inflict Broken)
  • Heavy Shields have a durability of 3 (requires 3 points of Siege Damage to inflict Broken)
  • War Shields have a durability of 4 (requires 4 points of Siege Damage to inflict Broken)
  • Tower Shields have a durability of 5 (requires 5 points of Siege Damage to inflict Broken)
  • The durability of shields is increased by 1 if the shield is made of steel

In addition, some dweomermetals, and some magic properties can alter the durability of a shield.

Interaction between Shields and Armo r

Shield enhancement bonuses to Deflection AC stack with armor AC and armor enhancement bonuses, but they do not stack with other sources of Deflection AC (such as a Ring of Protection).

Shield enhancement bonuses to Deflection AC do not act as attack or damage bonuses when the shield is used in a shield bash.

A shield can be built such that it also acts as a magic weapon. This requires the shield to be equipped with shield spikes, and is handled as if the shield was a double weapon, namely, two sets of enhancements are applied to the shield and the costs are tracked as though they were two separate items, even though they aren't. Because shield spikes on a shield are really only one item, it is important to remember that like bonuses do not stack on the same item. For example, a property which grants a shield bonus to AC from the shield spikes would not stack with the AC bonus provided by the shield itself. Also, as a note, some magic shield properties, such as the Defending magic item property, require you to use your shield as a weapon to gain any benefit from the property. The GM may rule that when using the shield spikes as a weapon you lose the actual shield bonuses until the start of your next turn, just as if you used your shield for a shield bash.

Magic properties built into a 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 more than a +9 enhancement bonus and a total of +9 pluses worth of magic properties. A shield with a magic property must also have at least a +1 enhancement bonus.

Activation of Shields

Usually a character benefits from magic shields in exactly the way a character benefits from non-magical shields: by wearing them. If 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).

Shields for Unusual Creatures

The cost of a shield for non-humanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost to enchant a size large shield is unchanged, however, nor does the shield's size increase the time required for enchantment.