... for a campaign based in Britannia, ca. Ultima 4.
Mystic Arms and Armour
These items of singular virtue are essential to survival in the Abyss and other pits of ancient evil.
Mystic armour: A suit of armour with this enchantment is infused with the power of the virtues, conferring on its wearer a +2 sacred bonus to AC and all saving throws against attacks made by evil creatures. Furthermore, it continually blocks any attempt to possess or exercise mental control over the wearer, in a similar manner to the protection from evil spell.
Mystic armour bestows two negative levels on any evil creature wearing it. These negative levels persists as long as the armour is worn, and disappear when the armour is removed. The negative levels never result in actual level loss, but cannot be overcome in any way (including restoration spells) while the armour is worn.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armour, Craft Mystic Arms and Armour, magic circle against evil, caster must be at least 20th character level; Market Price: +100,000 gp.
Mystic arms: A weapon with this enchantment is infused with the power of the virtues, gaining a +1 sacred bonus to attack and damage rolls. When used against an evil creature, it strikes home with a thunderous roar, bypassing the target's DR and ignoring armour and natural armour bonuses to AC, if any. If hit, an evil creature must also make a Will save (DC 20) or be staggered for one round. A staggered creature can only take partial actions (but can defend itself normally). A projectile weapon so enchanted confers the mystic power on its ammunition.
A mystic weapon bestows two negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armour, Craft Mystic Arms and Armour, holy word, caster must be at least 20th character level; Market Price: +100,000 gp.
Comments, criticisms...? These are supposed to be fairly high-level enchantments, hence the big market price and prereqs. Too powerful? Too pricey?
Mystic Arms and Armour
These items of singular virtue are essential to survival in the Abyss and other pits of ancient evil.
Mystic armour: A suit of armour with this enchantment is infused with the power of the virtues, conferring on its wearer a +2 sacred bonus to AC and all saving throws against attacks made by evil creatures. Furthermore, it continually blocks any attempt to possess or exercise mental control over the wearer, in a similar manner to the protection from evil spell.
Mystic armour bestows two negative levels on any evil creature wearing it. These negative levels persists as long as the armour is worn, and disappear when the armour is removed. The negative levels never result in actual level loss, but cannot be overcome in any way (including restoration spells) while the armour is worn.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armour, Craft Mystic Arms and Armour, magic circle against evil, caster must be at least 20th character level; Market Price: +100,000 gp.
Mystic arms: A weapon with this enchantment is infused with the power of the virtues, gaining a +1 sacred bonus to attack and damage rolls. When used against an evil creature, it strikes home with a thunderous roar, bypassing the target's DR and ignoring armour and natural armour bonuses to AC, if any. If hit, an evil creature must also make a Will save (DC 20) or be staggered for one round. A staggered creature can only take partial actions (but can defend itself normally). A projectile weapon so enchanted confers the mystic power on its ammunition.
A mystic weapon bestows two negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armour, Craft Mystic Arms and Armour, holy word, caster must be at least 20th character level; Market Price: +100,000 gp.
Comments, criticisms...? These are supposed to be fairly high-level enchantments, hence the big market price and prereqs. Too powerful? Too pricey?