Shield Magic Properties: Difference between revisions

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[[Category:Epic Path]]
[[Category:Epic Path]][[Category:Magic Item Creation]]__NOTOC__
[[Category:Magic Item Creation]]
See [[Magic Shields]] for full details on costs, creation, and limitations of magic shields.
Magic shield properties grant the wearer special abilities while the shield is equipped.  These abilities vary greatly, but often bear a resemblance to spell effects.  Note that Spell Effects cannot be applied to shields.


Those magic shield 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 wielded in the off-hand. When set down, the magic item does not provide any bonuses but the attunement stays intact  (if there are exceptions to this rule, the magic shield property will specifically state that the effect continues even if the shield is set down). 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.
== +1 Shield Magic Properties ==
 
A magic shield cannot have any magic shield properties applied to it unless it has at least a +1 Enhancement bonus also applied to it.  For example, you cannot make a heavy steel shield with the +2 magic shield property of Animated unless it has at least a +1 enhancement bonus (and therefore an Absolute Bonus of +3).  No shield may be enchanted with Epic magic shield properties unless it has an Enhancement bonus of at least +6.
 
'''Important Note:''' If a character has more than one item equipped which provides magic shield 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 shield properties provide no benefits whatsoever, even if they are 'always on' abilities, unless the greater item is stowed away.
 
== Magic Shield Costs ==
To determine the cost of a magic shield, three elements must be added together:
* The cost of the shield.
* The cost of any special materials used to create the shield (e.g. mithril, adamantine, etc.).
* The cost of the Absolute Bonus (the sum of the magic properties and the enhancement bonus).
 
=== Absolute Bonus ===
The Absolute Bonus is determined by adding together the 'plus' values of the shield's Enhancement Bonus and any Magical Properties it will be enchanted with.  For example, a +2 Animated Heavy Steel Shield has a +4 Absolute Bonus, which is the sum of the +2 Enhancement bonus and the +2 Animated property.
 
=== Dweomermetals ===
Dweomermetals, such as mithril, argent and bloodgold, can grant a shield 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 a shield, 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 referenced from the Dweomermetals page.
 
=== Campaign Level ===
Heroic tier characters (characters from level 1 to level 20) can equip 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 equip a shield with an absolute bonus of anything from +1 to +10.
 
Epic tier characters (characters level 21 to level 35) can equip 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 equip 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 characters can afford.
 
=== Upgrading and Changing Magic Shield Properties ===
Magic shield properties can be removed from a magic 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 return to them in good condition.
 
Enhancement bonuses cannot be removed from a magic shield once applied, but the enhancement bonus can be increased.  If the shield 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.
 
A magic shield 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.
 
 
== Heroic Tier (Levels 1 through 20) Magic Shield Properties ==
 
=== Shield Properties +1 ===
{| {{MagicItemTableHeader}}
{| {{MagicItemTableHeader}}


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{{ShieldPropertiesTableAid|Blinding}}
{{ShieldPropertiesTableAid|Blinding}}


{{ShieldPropertiesTableAid|Clangorous}}
{{ShieldPropertiesTableAid|Bumping}}


{{ShieldPropertiesTableAid|Cloaking, Least}}
{{ShieldPropertiesTableAid|Cloaking, Least}}
Line 61: Line 19:
{{ShieldPropertiesTableAid|Impervious}}
{{ShieldPropertiesTableAid|Impervious}}


{{ShieldPropertiesTableAid|Ramming}}
{{ShieldPropertiesTableAid|Keeping}}
 
{{ShieldPropertiesTableAid|Sonic Bulwark}}
 
{{ShieldPropertiesTableAid|Whirlwind}}


|}
|}


=== Shield Properties +2 ===
== +2 Shield Magic Properties ==
{| {{MagicItemTableHeader}}
{| {{MagicItemTableHeader}}
{{ShieldPropertiesTableAid|Aquatic Eddy}}


{{ShieldPropertiesTableAid|Cloaking, Minor}}
{{ShieldPropertiesTableAid|Cloaking, Minor}}


{{ShieldPropertiesTableAid|Energy Resistance}}
{{ShieldPropertiesTableAid|Custodian}}
 
{{ShieldPropertiesTableAid|Energy Warding, Lesser}}
 
{{ShieldPropertiesTableAid|Icy Column}}


{{ShieldPropertiesTableAid|Invulnerability, Lesser}}
{{ShieldPropertiesTableAid|Invulnerability, Lesser}}
{{ShieldPropertiesTableAid|Ramming}}


{{ShieldPropertiesTableAid|Spell Resistance, Minor}}
{{ShieldPropertiesTableAid|Spell Resistance, Minor}}
{{ShieldPropertiesTableAid|Walloping}}


{{ShieldPropertiesTableAid|Wyrmsbreath}}
{{ShieldPropertiesTableAid|Wyrmsbreath}}
Line 80: Line 52:
|}
|}


=== Shield Properties +3 ===
== +3 Shield Magic Properties ==
{| {{MagicItemTableHeader}}
{| {{MagicItemTableHeader}}


Line 86: Line 58:


{{ShieldPropertiesTableAid|Cloaking, Common}}
{{ShieldPropertiesTableAid|Cloaking, Common}}
{{ShieldPropertiesTableAid|Curating}}
{{ShieldPropertiesTableAid|Driving}}
{{ShieldPropertiesTableAid|Drubbing}}
{{ShieldPropertiesTableAid|Fiery Vent}}


{{ShieldPropertiesTableAid|Fortification, Moderate}}
{{ShieldPropertiesTableAid|Fortification, Moderate}}
Line 92: Line 72:


{{ShieldPropertiesTableAid|Radiant}}
{{ShieldPropertiesTableAid|Radiant}}
{{ShieldPropertiesTableAid|Rocky Globe}}
{{ShieldPropertiesTableAid|Scratching}}


{{ShieldPropertiesTableAid|Spell Resistance, Lesser}}
{{ShieldPropertiesTableAid|Spell Resistance, Lesser}}
Line 97: Line 81:
|}
|}


=== Shield Properties +4 ===
== +4 Shield Magic Properties ==
{| {{MagicItemTableHeader}}
{| {{MagicItemTableHeader}}


{{ShieldPropertiesTableAid|Cloaking, Moderate}}
{{ShieldPropertiesTableAid|Cloaking, Moderate}}


{{ShieldPropertiesTableAid|Energy Resistance, Improved}}
{{ShieldPropertiesTableAid|Colliding}}


{{ShieldPropertiesTableAid|Innkeepers}}
{{ShieldPropertiesTableAid|Detaining}}
 
{{ShieldPropertiesTableAid|Energy Warding, Common}}


{{ShieldPropertiesTableAid|Invulnerability, Common}}
{{ShieldPropertiesTableAid|Invulnerability, Common}}
{{ShieldPropertiesTableAid|Scraping}}
{{ShieldPropertiesTableAid|Shellacking}}


{{ShieldPropertiesTableAid|Spell Resistance, Improved}}
{{ShieldPropertiesTableAid|Spell Resistance, Improved}}
{{ShieldPropertiesTableAid|Stone Column}}
{{ShieldPropertiesTableAid|Wyrmsbreath, Improved}}


|}
|}


=== Shield Properties +5 ===
== +5 Shield Magic Properties ==
{| {{MagicItemTableHeader}}
{| {{MagicItemTableHeader}}
{{ShieldPropertiesTableAid|Brilliant Bulwark}}


{{ShieldPropertiesTableAid|Cloaking, Balanced}}
{{ShieldPropertiesTableAid|Cloaking, Balanced}}
{{ShieldPropertiesTableAid|Crashing}}


{{ShieldPropertiesTableAid|Determination}}
{{ShieldPropertiesTableAid|Determination}}


{{ShieldPropertiesTableAid|Energy Resistance, Greater}}
{{ShieldPropertiesTableAid|Energy Warding, Improved}}


{{ShieldPropertiesTableAid|Fortification, Heavy}}
{{ShieldPropertiesTableAid|Fortification, Heavy}}


{{ShieldPropertiesTableAid|Invulnerability, Greater}}
{{ShieldPropertiesTableAid|Impound}}
 
{{ShieldPropertiesTableAid|Invulnerability, Improved}}


{{ShieldPropertiesTableAid|Spell Resistance, Greater}}
{{ShieldPropertiesTableAid|Spell Resistance, Greater}}
{{ShieldPropertiesTableAid|Storm}}
{{ShieldPropertiesTableAid|Thrashing}}
{{ShieldPropertiesTableAid|Wyrmsbreath, Greater}}


|}
|}


== Epic Tier (Levels 21 through 35) Magic Shield Properties ==
== +6 Epic Shield Magic Properties ==
'''Important Note:''' No epic magic shield properties may be applied to a magic shield unless the enhancement bonus of the shield is at least +6.
You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.
{| {{MagicItemTableHeader}}


{{ShieldPropertiesTableAid|Bonfire Vent}}


=== Epic Shield Properties +5 ===
{{ShieldPropertiesTableAid|Cloaking, Greater}}
{| {{MagicItemTableHeader}}
 
{{ShieldPropertiesTableAid|Clobbering}}
 
{{ShieldPropertiesTableAid|Dashing}}


{{ShieldPropertiesTableAid|Energy Warding}}
{{ShieldPropertiesTableAid|Energy Warding, Robust}}


|}
{{ShieldPropertiesTableAid|Grating}}


=== Epic Shield Properties +6 ===
{{ShieldPropertiesTableAid|Invulnerability, Strong}}
{| {{MagicItemTableHeader}}


{{ShieldPropertiesTableAid|Cloaking, Greater}}
{{ShieldPropertiesTableAid|Iron Column}}


{{ShieldPropertiesTableAid|Dimensional}}
{{ShieldPropertiesTableAid|Stewarding}}


{{ShieldPropertiesTableAid|Energy Warding, Improved}}
|}
|}


=== Epic Shield Properties +7 ===
== +7 Epic Shield Magic Properties ==
You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.
{| {{MagicItemTableHeader}}
{| {{MagicItemTableHeader}}
{{ShieldPropertiesTableAid|Banging}}


{{ShieldPropertiesTableAid|Cloaking, Major}}
{{ShieldPropertiesTableAid|Cloaking, Major}}
{{ShieldPropertiesTableAid|Conserving}}


{{ShieldPropertiesTableAid|Fortification, Absolute}}
{{ShieldPropertiesTableAid|Fortification, Absolute}}
Line 159: Line 173:
{{ShieldPropertiesTableAid|Energy Warding, Greater}}
{{ShieldPropertiesTableAid|Energy Warding, Greater}}


{{ShieldPropertiesTableAid|Invulnerability, Utter}}
{{ShieldPropertiesTableAid|Invulnerability, Greater}}
 
{{ShieldPropertiesTableAid|Wedging}}
 
{{ShieldPropertiesTableAid|Whirlpool Eddy}}
 
{{ShieldPropertiesTableAid|Wyrmsbreath, True}}


|}
|}


=== Epic Shield Properties +8 ===
== +8 Epic Shield Magic Properties ==
You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.
{| {{MagicItemTableHeader}}
{| {{MagicItemTableHeader}}
{{ShieldPropertiesTableAid|Burning Column}}


{{ShieldPropertiesTableAid|Cloaking, Absolute}}
{{ShieldPropertiesTableAid|Cloaking, Absolute}}


{{ShieldPropertiesTableAid|Energy Warding, True}}
{{ShieldPropertiesTableAid|Energy Warding, True}}
{{ShieldPropertiesTableAid|Eroding}}
{{ShieldPropertiesTableAid|Invulnerability, True}}
{{ShieldPropertiesTableAid|Pounding}}
{{ShieldPropertiesTableAid|Provost}}
{{ShieldPropertiesTableAid|Pulverizing Globe}}
{{ShieldPropertiesTableAid|Tamping}}
{{ShieldPropertiesTableAid|Virial Bulwark}}
|}
|}


=== Epic Shield Properties +9 ===
== +9 Epic Shield Magic Properties ==
You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.
{| {{MagicItemTableHeader}}
{| {{MagicItemTableHeader}}


Line 178: Line 217:
{{ShieldPropertiesTableAid|Cloaking, Perfect}}
{{ShieldPropertiesTableAid|Cloaking, Perfect}}


{{ShieldPropertiesTableAid|Energy Warding, Utter}}
{{ShieldPropertiesTableAid|Deadly Oblate}}


{{ShieldPropertiesTableAid|Invulnerability, True}}
{{ShieldPropertiesTableAid|Energy Warding, Perfect}}
 
{{ShieldPropertiesTableAid|Gaol}}
 
{{ShieldPropertiesTableAid|Impacting}}
 
{{ShieldPropertiesTableAid|Invulnerability, Perfect}}
 
{{ShieldPropertiesTableAid|Trouncing}}
 
{{ShieldPropertiesTableAid|Volcanic Vent}}


{{ShieldPropertiesTableAid|Traveler}}
{{ShieldPropertiesTableAid|Wyrmsbreath, Perfect}}


|}
|}

Latest revision as of 20:58, 30 November 2019

See Magic Shields for full details on costs, creation, and limitations of magic shields.

+1 Shield Magic Properties

Magic Item Name Description Cost
Bashing Add +2 base weapon damage to your shield when shield bashing +1
Blinding Blind enemies within 20 feet up to twice per day +1
Bumping Make opportunity attacks while moving +1
Cloaking, Least Grants the wearer a +2 resistance bonus to saving throws. +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
Impervious The shield is much harder to destroy +1
Keeping This shield contains an obedient entity that will aid you. +1
Sonic Bulwark Create barriers of trembling air. +1
Whirlwind Brings forth a whirling mass of air that moves and attacks as you command. +1

+2 Shield Magic Properties

Magic Item Name Description Cost
Aquatic Eddy Brings forth a whirling eddy of water that moves and attacks as you command. +2
Cloaking, Minor Grants the wearer a +3 resistance bonus to saving throws. +2
Custodian This shield contains an obedient entity that will aid you. +2
Energy Warding, Lesser Grants Energy Resistance (ER) versus Common energy damage types. +2
Icy Column Create columns of freezing ice. +2
Invulnerability, Lesser Grants Damage Resistance (DR) versus Common physical damage types. +2
Ramming Make opportunity attacks while moving +2
Spell Resistance, Minor Wearer gains spell resistance +2
Walloping Deals +6 base weapon damage when shield bashing +2
Wyrmsbreath A Wyrmsbreath shield can make a breath weapon attack in a 15-foot cone of one energy type. +2

+3 Shield Magic Properties

Magic Item Name Description Cost
Arcanist Lowers the spell failure chance by fifteen percent. +3
Cloaking, Common Grants the wearer a +4 resistance bonus to saving throws. +3
Curating This shield contains an obedient entity that will aid you. +3
Driving Make opportunity attacks while moving +3
Drubbing Deals +10 base weapon damage when shield bashing +3
Fiery Vent Brings forth a fiery blaze that moves and attacks as you command. +3
Fortification, Moderate Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. +3
Hosteling Store mounts, familiars, and/or animal companions safely within your shield +3
Radiant Shield gives off light on command and can reveal nearby concealed or invisible creatures +3
Rocky Globe Brings forth a rocky globe of jagged stone that moves and attacks as you command. +3
Scratching Enemies grappling you take damage +3
Spell Resistance, Lesser Wearer gains spell resistance +3

+4 Shield Magic Properties

Magic Item Name Description Cost
Cloaking, Moderate Grants the wearer a +5 resistance bonus to saving throws. +4
Colliding Make opportunity attacks while moving +4
Detaining This shield contains an obedient entity that will aid you. +4
Energy Warding, Common Grants Energy Resistance (ER) versus Common energy damage types. +4
Invulnerability, Common Grants Damage Resistance (DR) versus Common physical damage types. +4
Scraping Enemies grappling you take corrosion (physical, uncommon) damage +4
Shellacking Shield bash as a swift action, and deal +15 base weapon damage when doing so. +4
Spell Resistance, Improved Wearer gains spell resistance +4
Stone Column Create columns of grinding stone. +4
Wyrmsbreath, Improved An Improved Wyrmsbreath shield can make a breath weapon attack in a variable cone of one energy type. +4

+5 Shield Magic Properties

Magic Item Name Description Cost
Brilliant Bulwark Create barriers of brilliant light. +5
Cloaking, Balanced Grants the wearer a +6 resistance bonus to saving throws. +5
Crashing Make opportunity attacks while moving +5
Determination Shield restores wearer to their bloodied value of hit points when they are reduced to 0 or fewer hit points +5
Energy Warding, Improved Grants Energy Resistance (ER) versus Common energy damage types. +5
Fortification, Heavy Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. +5
Impound This shield contains an obedient entity that will aid you. +5
Invulnerability, Improved Grants Damage Resistance (DR) versus Common physical damage types. +5
Spell Resistance, Greater Wearer gains spell resistance +5
Storm Brings forth a whirling mass of air that moves and attacks as you command. +5
Thrashing Shield bash as a swift action, and deal +20 base weapon damage when doing so. +5
Wyrmsbreath, Greater A Greater Wyrmsbreath shield can make a breath weapon attack in a variable cone of one energy type. +5

+6 Epic Shield Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Magic Item Name Description Cost
Bonfire Vent Brings forth a fiery blaze that moves and attacks as you command. +6 (epic)
Cloaking, Greater Grants the wearer a +7 resistance bonus to saving throws. +6 (epic)
Clobbering Shield bash as a swift action, and deal +26 base weapon damage when doing so. +6 (epic)
Dashing Make opportunity attacks while moving +6 (epic)
Energy Warding, Robust Grants Energy Resistance (ER) versus Common energy damage types. +6 (epic)
Grating Enemies grappling or moving you take corrosion (physical, uncommon) damage +6 (epic)
Invulnerability, Strong Grants Damage Resistance (DR) versus Common physical damage types. +6 (epic)
Iron Column Create columns of durable black iron. +6 (epic)
Stewarding This shield contains an obedient entity that will aid you. +6 (epic)

+7 Epic Shield Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Magic Item Name Description Cost
Banging Shield bash as a swift action, and deal +32 base weapon damage when doing so. +7 (epic)
Cloaking, Major Grants the wearer a +8 resistance bonus to saving throws. +7 (epic)
Conserving This shield contains an obedient entity that will aid you. +7 (epic)
Fortification, Absolute Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. +7 (epic)
Energy Warding, Greater Grants Energy Resistance (ER) versus Common energy damage types. +7 (epic)
Invulnerability, Greater Grants Damage Resistance (DR) versus Common physical damage types. +7 (epic)
Wedging Make opportunity attacks while moving +7 (epic)
Whirlpool Eddy Brings forth a whirling eddy of water that moves and attacks as you command. +7 (epic)
Wyrmsbreath, True A True Wyrmsbreath shield can make a breath weapon attack in a variable cone of one energy type. +7 (epic)

+8 Epic Shield Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Magic Item Name Description Cost
Burning Column Create columns of blazing hot lava. +8 (epic)
Cloaking, Absolute Grants the wearer a +9 resistance bonus to saving throws. +8 (epic)
Energy Warding, True Grants Energy Resistance (ER) versus Common energy damage types. +8 (epic)
Eroding Enemies grappling or moving you take squamous (physical, rare) damage +8 (epic)
Invulnerability, True Grants Damage Resistance (DR) versus Common physical damage types. +8 (epic)
Pounding Shield bash as a swift action, and deal +40 base weapon damage when doing so +8 (epic)
Provost This shield contains an obedient entity that will aid you. +8 (epic)
Pulverizing Globe Brings forth a rocky globe of jagged stone that moves and attacks as you command. +8 (epic)
Tamping Make opportunity attacks while moving +8 (epic)
Virial Bulwark Create barriers of invisible virial power. +8 (epic)

+9 Epic Shield Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Magic Item Name Description Cost
Changeless The wearer is immune to ability damage, essence damage, and fatigue. +9 (epic)
Cloaking, Perfect Grants the wearer a +10 resistance bonus to saving throws. +9 (epic)
Deadly Oblate Brings forth a deadly oblate of shadowy darkness that moves and attacks as you command. +9 (epic)
Energy Warding, Perfect Grants Energy Resistance (ER) versus Common energy damage types. +9 (epic)
Gaol This shield contains an obedient entity that will aid you. +9 (epic)
Impacting Make opportunity attacks while moving +9 (epic)
Invulnerability, Perfect Grants Damage Resistance (DR) versus Common physical damage types. +9 (epic)
Trouncing Shield bash as a swift or immediate action, and deal +50 base weapon damage when doing so +9 (epic)
Volcanic Vent Brings forth a fiery blaze that moves and attacks as you command. +9 (epic)
Wyrmsbreath, Perfect A Perfect Wyrmsbreath shield can make a breath weapon attack in a variable cone of one energy type. +9 (epic)