Shield Magic Properties

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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.

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 Lesser Energy Warding unless it has at least a +1 enhancement bonus. 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, these 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 Enhancement Bonus applied to the shield (to a maximum of +9)
  • The cost of the Magic Properties applied to the shield (to a maximum of +9)

Dweomermetals

Dweomermetals, such as mithril, argent and bloodgold, can grant a shield special qualities, as well as improved durability. 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, 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.

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 bonus and the new bonus. However, if the 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 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.

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 previous plus-bonus and the new plus-bonus, and it takes 1 full day per plus being added.

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.

+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
Clangorous Clangorous (Shield Magic Property) Clangorous (Shield Magic Property)
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
Ramming Make opportunity attacks while moving +2

+2 Shield Magic Properties

Magic Item Name Description Cost
Cloaking, Minor Grants the wearer a +3 resistance bonus to saving throws. +2
Energy Warding, Lesser Grants Energy Resistance (ER) versus Common energy damage types. +2
Invulnerability, Lesser Grants Damage Resistance (DR) versus Common physical damage types. +2
Spell Resistance, Minor Wearer gains spell resistance +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
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
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
Energy Warding, Common Grants Energy Resistance (ER) versus Common energy damage types. +4
Innkeepers Innkeepers (Shield Magic Property) Innkeepers (Shield Magic Property)
Invulnerability, Common Grants Damage Resistance (DR) versus Common physical damage types. +4
Spell Resistance, Improved Wearer gains spell resistance +4

+5 Shield Magic Properties

Magic Item Name Description Cost
Cloaking, Balanced Grants the wearer a +6 resistance bonus to saving throws. +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
Invulnerability, Improved Grants Damage Resistance (DR) versus Common physical damage types. +5
Spell Resistance, Greater Wearer gains spell resistance +5

+5 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
Energy Warding, Moderate Energy Warding, Moderate (Shield Magic Property) Energy Warding, Moderate (Shield Magic Property)
Invulnerability, Moderate Invulnerability, Moderate (Shield Magic Property) Invulnerability, Moderate (Shield Magic Property)

+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
Cloaking, Greater Grants the wearer a +7 resistance bonus to saving throws. +6 (epic)
Dimensional Dimensional (Shield Magic Property) Dimensional (Shield Magic Property)
Energy Warding, Robust Grants Energy Resistance (ER) versus Common energy damage types. +6 (epic)
Invulnerability, Sturdy Invulnerability, Sturdy (Shield Magic Property) Invulnerability, Sturdy (Shield Magic Property)

+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
Cloaking, Major Grants the wearer a +8 resistance bonus to saving throws. +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)

+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
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)
Invulnerability, True Grants Damage Resistance (DR) versus Common physical damage types. +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)
Energy Warding, Perfect Grants Energy Resistance (ER) versus Common energy damage types. +9 (epic)
Invulnerability, Perfect Grants Damage Resistance (DR) versus Common physical damage types. +9 (epic)
Traveler Traveler (Shield Magic Property) Traveler (Shield Magic Property)