Magical Armour

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The Qianlong Emperor in Ceremonial Armour on Horseback The Qianlong Emperor in Ceremonial Armour on Horseback

In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.

In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.

A suit of armor or a shield may be made of an unusual material. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.

Armor is always created so that even if the type of armor comes with boots or gauntlets, these pieces can be switched for other magic boots or gauntlets.

Armor and Shields
Minor Medium Major Item Base Price
01-60 01-05 - +1 shield 1,000 gp
61-80 06-10 - +1 armor 1,000 gp
81-85 11-20 - +2 shield 4,000 gp
86-87 21-30 - +2 armor 4,000 gp
- 31-40 01-08 +3 shield 9,000 gp
- 41-50 09-16 +3 armor 9,000 gp
- 51-55 17-27 +4 shield 16,000 gp
- 56-57 28-38 +4 armor 16,000 gp
- - 39-49 +5 shield 25,000 gp
- - 50-57 +5 armor 25,000 gp
- - - +6 armor/shield1 36,000 gp
- - - +7 armor/shield1 49,000 gp
- - - +8 armor/shield1 64,000 gp
- - - +9 armor/shield1 81,000 gp
- - - +10 armor/shield1 100,000 gp
88-89 58-60 58-60 Specific armor2 -
90-91 61-63 61-63 Specific shield3 -
92-100 64-100 64-100 Special ability and roll again4 -
1 Armor and shields can't actually have bonuses this high. Use these lines to determine price when special abilities are added in.
2 Roll on Table: Specific Armors.
3 Roll on Table: Specific Shields.
4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.
Random Armor Type
Light armor
d% Armor Armor Cost1
01 Armored Kilt*  
02 Padded +155 gp
03 Quilted Cloth  
04 Leather +160 gp
05 Rosewood armor  
06 Gladiator armour  
07 Leaf armor  
08 Parade armor  
09-16 Studded leather +175 gp
17-18 Wooden  
19-32 Chain shirt +250 gp
33-41 Hide shirt  
42 Light hoplite armour*  
Medium armor
43-44 Armored Coat  
45-46 Hide +165 gp
47-48 Heavy hoplite armour*  
48-49 Scale mail +200 gp
50-51 Chainmail +300 gp
52-55 Breastplate +350 gp
56-57 Breastplate (agile)  
Heavy armor
58 Andabatae armour*  
59-60 Splint mail +350 gp
61-62 Banded mail +400 gp
63-64 Half-plate +750 gp
65 Half-plate (agile)  
66-100 Full plate +1,650 gp
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic armor is masterwork armor (with an armor check penalty 1 less than normal).
Random Shield Type
d% Shield Shield Cost1
01-08 buckler +165 gp
09 Madu, leather  
10 Madu, steel  
11-15 Shield, light wooden +153 gp
16-20 Shield, light steel +159 gp
21-30 Shield, heavy wooden +157 gp
31-95 Shield, heavy steel +170 gp
96-100 Shield, tower +180 gp
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

Caster Level for Armor and Shields The caster level of a magic shield or magic armor 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 a special ability, the higher of the two caster level requirements must be met.

Shields 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 bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).

A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

As with armor, special abilities built into the 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 effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.

Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield's hardness and +10 to its hit points.

Activation Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields-by wearing them. If armor or 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).

Armor for Unusual Creatures The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost of the masterwork quality and any magical enhancement remains the same.

Magic Armor and Shield Special Ability Descriptions

Most magic armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Armour or Sheild of Resolve

Armor Special Abilities
Minor Medium Major Special Ability Base Price Modifier
01-10 01-02 01-03 Armour of Fortification , light +1 bonus1
10-15 03-04 04-05 Armour of Confidence +1 bonus
16-20 05-06 06-07 Armour of Darksoul Protection +1 bonus
21-25 07-08 08-09 Armour of Dazzling +1 bonus
26-30 09-10 10-11 Armour of Elite
+1 bonus
31-35 11-12 12-13 Armour of Enticing +1 bonus
36-40 13-14 14-15 Armour of Knightly +1 bonus
41-45 15-16 16-17 Armour of Locking +1 bonus
46-47 17-18 18-19 Armour of Matte
+1 bonus
48-50 19-20 20-21 Armour of Poison Spike +1 bonus
51-55 21-22 22-23 Armour of Twilight +1 bonus
56-60 23-24 24-25 Armour of Fiendskin +3,000 gp
61-64 25-26 26-27 Armour of Peace 1,800 gp.
65-70 27-28 28-29 Armour of Glamered +2,700 gp
71-73 29-30 30-31 Armour of Slick +3,750 gp
74-78 31-32 32-33 Armour of Shadow +3,750 gp
79-80 33-34 34-35 Armour of Silent Moves +3,750 gp
81-84 35-36 36-37 Armour of Angelic +2 bonus1
85-86 37-38 38-39 Armour of Empyreal +2 bonus1
91-92 39-40 40-41 Armour of Spell Resistance(13) +2 bonus1
93-94 41-49 42-43 Armour of Demonmight Ward +2 bonus1
95 50-54 44-45 Armour of Resolve +2 bonus1
96 55-59 46-47 Armour of Sacred +2 bonus1
97 60-64 48-49 Armour of Slick, Improved +15,000 gp
98 65-69 50-51 Armour of Shadow, Improved
+15,000 gp
99 70-71 52-53 Armour of Silent Moves, Improved +15,000 gp
- 72-73 54-55 Armour of Acid Resistance +18,000 gp
- 74-75 56-57 Armour of Cold Resistance +18,000 gp
- 76-77 58-59 Armour of Electricity Resistance +18,000 gp
- 78-79 60 Armour of Fire Resistance +18,000 gp
- 80-81 61 Armour of Sonic Resistance +18,000 gp
  82-83 62 Armour of Exalted +3 bonus1
- 84-85 63 Armour of Ghost Touch +3 bonus1
- 86-87 64 Armour of Invulnerability +3 bonus1
- 88-89 65 Armour of Fortification , moderate +3 bonus1
- 90-94 66 Armour of Spell Resistance (15) +3 bonus1
- 95-99 67 Armour of Wild +3 bonus1
- - 68 Armour of Slick, Greater +33,750 gp
- - 69-70 Armour of Shadow, Greater +33,750 gp
- - 71-72 Armour of Silent Moves, Greater +33,750 gp
- - 73-74 Armour of Acid Resistance, Improved +42,000 gp
- - 75-76 Armour of Cold Resistance, Improved +42,000 gp
- - 77-78 Armour of Electricity Resistance, Improved +42,000 gp
- - 79-80 Armour of Fire Resistance, Improved +42,000 gp
- - 81-83 Armour of Sonic Resistance, Improved +42,000 gp
- - 84-85 Armour of Spell Resistance (17) +4 bonus1
- - 86-87 Armour of Heroic +4 bonus
    88 Armour of Soulfire +4 bonus1
- - 89 Armour of Etherealness +49,000 gp
- - 90 Armour of Undead Controlling +49,000 gp
- - 91-92 Armour of Fortification , heavy +5 bonus1
- - 93-94 Armour of Spell Resistance (19) +5 bonus1
- - 95 Armour of Acid Resistance, Greater +66,000 gp
- - 96 Armour of Cold Resistance, Greater +66,000 gp
- - 97 Armour of Electricity Resistance, Greater +66,000 gp
- - 98 Armour of Fire Resistance, Greater +66,000 gp
- - 99 Armour of Sonic Resistance, Greater +66,000 gp
100 100 100 Roll twice again2 -
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
Shield Special Abilities
Minor Medium Major Special Ability Base Price Modifier
      Sheild of Peace 1,800 gp.
01-20 01-10 01-05 Sheild of Arrow Catching +1 bonus1
21-40 11-20 06-08 Sheild of Bashing  +1 bonus1
41-50 21-25 09-10 Sheild of Blinding  +1 bonus1
      Sheild of Confidence +1 bonus1
51-75 26-40 11-15 Sheild of Fortification, light +1 bonus1
      Sheild of Fiendskin +3,000 gp
76-92 41-50 16-20 Sheild of Arrow Deflection +2 bonus1
      Sheild of Angelic +2 bonus1
93-97 51-57 21-25 Sheild of Animated +2 bonus1
      Sheild of Empyreal +2 bonus1
      Sheild of Resolve +2 bonus1
98-99 58-59 - Sheild of Spell Resistance (13) +2 bonus1
      Sheild of Sacred +2 bonus1
- 60-63 26-28 Sheild of Acid Resistance +18,000 gp
- 64-67 29-31 Sheild of Cold Resistance +18,000 gp
- 68-71 32-34 Sheild of Electricity Resistance +18,000 gp
- 72-75 35-37 Sheild of Fire Resistance  +18,000 gp
- 76-79 38-40 Sheild of Sonic Resistance  +18,000 gp
- 80-85 41-46 Sheild of Ghost Touch  +3 bonus1
- 86-95 47-56 Sheild of Fortification, moderate +3 bonus1
- 96-98 57-58 Sheild of Spell Resistance (15) +3 bonus1
- 99 59 Sheild of Wild +3 bonus1
- - 60-64 Sheild of Acid Resistance, Improved +42,000 gp
- - 65-69 Sheild of Cold Resistance, Improved +42,000 gp
- - 70-74 Sheild of Electricity Resistance, Improved +42,000 gp
- - 75-79 Sheild of Fire Resistance, Improved  +42,000 gp
- - 80-84 Sheild of Sonic Resistance, Improved +42,000 gp
- - 85-86 Sheild of Spell Resistance (17) +4 bonus1
- - 87-88 Sheild of Soulfire +4 bonus1
- - 89-90 Sheild of Undead Controlling +49,000 gp
- - 91 -92 Sheild of Fortification, heavy +5 bonus1
- - 93 Sheild of Reflecting  +5 bonus1
- - 94 Sheild of Spell Resistance (19) +5 bonus1
- - 95 Sheild of Acid Resistance, Greater +66,000 gp
- - 96 Sheild of Cold Resistance, Greater +66,000 gp
- - 97 Sheild of Electricity Resistance, Greater +66,000 gp
- - 98 Sheild of Fire Resistance, Greater  +66,000 gp
- - 99 Sheild of Sonic Resistance, Greater  +66,000 gp
100 100 100 Roll twice again2 -
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Specific Armors

The following specific suits of armor usually are preconstructed with exactly the qualities described here.

Specific Armors
Minor Medium Major Specific Armor Market Price
01-40 01-2o - Mithral Shirt 1,100 gp
41-50 21-25 - Celestial Argentum Breastplate 2,100 gp
51-65 26-35 - Dragonhide Plate 3,300 gp
66-80 40-45 - Statuesque Armor (New) (Cursed) 4000 gp
81-100 46-55 - Elven Chain 4,150 gp
- 56-60 - Rhino Hide 5,165 gp
- 61-65 - Razor Armor (New) 5,600 gp
- 66-70 01-05 Sticky Armor (New) 6000 gp
- 71-75 09-10 Tinted Mail (New) 8000 gp
- 76-80 11-15 Adamantine Breastplate 10,200 gp
- 81-83 16-20 Grim Defender 11,350 gp
- 84-85 21-25 Fleshshifter Armor (New) 13,160 gp
- 86-88 26-30 Armor of the Dread Emperor (New) 14,650 gp
- 89-90 31-35 Dwarven Plate 16,500 gp
- 91-97 36-40 Blade Resistant Armour (New) 18,000 gp
- 98-100 41-45 Banded Mail of Luck 18,900 gp
- - 46-50 Rusty Armor (New) 20,000 gp
- - 51-55 Vassal Armor (New) 20,250 gp
    56-60 Fiendish Full Plate 20,650 gp
- - 61-65 Celestial Armor 22,400 gp
- - 66-70 Plate Armor of the Deep 24,650 gp
- - 71-75 Fleet Armor (New) 25,000 gp
- - 76-8o Breastplate of Command 25,400 gp
- - 81-85 Mithral Full Plate of Speed 26,500 gp
- - 86-90 Devilhusk Armour (New) 33,165 gp
- - 91-95 Death Armour (New) 40,000 gp
- - 96-100 Demon Armor 52,260 gp

Specific Shields

The following specific shields usually are preconstructed with exactly the qualities described here.

Specific Shields
Minor Medium Major Specific Shield Market Price
01-30 01-20 - Darkwood Buckler 205 gp
31-50 21-30 - Darkwood Shield 257 gp
51-80 31-45 - Shield of Battle (New) (Cursed) 1,000 gp
81-90 46-60 - Mithral Heavy Shield 1,020 gp
91-92 61-70 01-05 Shield of Disguise (New) 1500 gp
93-95 71-75 06-10 Slippery Shield (New) 1500 gp
96-100 76-85 11-20 Caster's Shield 3,153 gp
- 86-90 21-40 Spined Shield 5,580 gp
- 91-95 41-60 Lion's Shield 9,170 gp
- 96-99 61-80 Winged Shield 17,257 gp
- 100 81-90 Asura Shield(New) 27,180 gp
- - 91-100 Absorbing Shield 50,170 gp

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