Coupla arms/armour enchantments

hong

WotC's bitch
... 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?
 

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I think the weapon option is on level with the price but the armor one is waaaaay to expensive.


TO make it worth a 100,000 I would give it a SR (20?) vs evil spells as opposed to the +2 save.

Just a thought.
 

trentonjoe said:
I think the weapon option is on level with the price but the armor one is waaaaay to expensive.

I was thinking so too. However, note the continual protection against mind control, which is a very powerful benefit when you're fighting things that can charm, hold or dominate you. I think that's worth 50,000 gp alone.

How about a +4 bonus to AC and all saves, like the holy aura spell?
 

Protection from evil is a level 1 spell with a pretty good duration that does the exact same thing as the Mystic Armor. I also think that 100,000 GP is too much for the same ability. At the very most, I think the enchantment is a +2 equivalent, but probably only a +1 equivalent. Protection from evil is strong, but it balances the power of domination effects by making them relatively easy to circumvent.

-nameless
 

Why do you list their costs as flat gp value instead of progression modifiers for the tables in the DMG? (i.e. shocknig burst is a +1 increase, not a gp value).

I would think they are both +2 or +3 modifiers, maybe +4, but that seems like a lot. If I was the DM, I'd go with +3 unless the players strongly objected.
 

nameless said:
Protection from evil is a level 1 spell with a pretty good duration that does the exact same thing as the Mystic Armor. I also think that 100,000 GP is too much for the same ability. At the very most, I think the enchantment is a +2 equivalent, but probably only a +1 equivalent. Protection from evil is strong, but it balances the power of domination effects by making them relatively easy to circumvent.

I'm not sure exactly what you mean here. Do you mean that prot. evil is strong, so the armour is priced correctly? Or do you mean that prot. evil is not that strong, so the armour is too expensive?
 

hong said:


I was thinking so too. However, note the continual protection against mind control, which is a very powerful benefit when you're fighting things that can charm, hold or dominate you. I think that's worth 50,000 gp alone.

How about a +4 bonus to AC and all saves, like the holy aura spell?


I dont have my books, but I'll try anyway. If you go with the +4 on saves, AC and the mind protection thats.....

+4 ring of protection= 32,000?
+5 armor (+4 for bonus, +1 for the mind control)= 32,000?
add more for the single slot thingee

I think you probably come in around 100,000.

Does a ring of mind shielding do what you want or am I making stuff up?
 

trentonjoe said:

+4 ring of protection= 32,000?
+5 armor (+4 for bonus, +1 for the mind control)= 32,000?
add more for the single slot thingee

I think you probably come in around 100,000.

Yeah, close enough for government work. ;)


Does a ring of mind shielding do what you want or am I making stuff up?

Not quite; the mind shielding item just protects you from mind-reading and spells like detect evil. Unless you're a spy, it's not that great.

To the person who asked why it's a flat bonus: I want this to be sorta like an uber-enchantment, on top of the various other enchantments you can get for armour. Note that a sacred bonus stacks with most everything else out there. It's meant to be something for only the greatest of heroes, and furthermore shouldn't detract from anything else that could be added to armour. Hence you could have a suit of armour with a +10 equivalent enhancement, with this added on top.

Munchy? Possibly, which is why it costs so much.
 

I just checked the SRD, and a use activated spell (Prot. vs Evil in this case) costs spell level x caster level x 2000 gp. Sounds a bit too cheap for me, though.

OK, that was maybe not so constructive, but mainly I wanted to say that I really like the enchantment!! :)
 

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