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Immortal's Handbook continuation thread
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<blockquote data-quote="Anabstercorian" data-source="post: 699874" data-attributes="member: 2550"><p><strong>Armor enchantments!</strong></p><p></p><p><strong>Chronoslipping</strong></p><p>Whenever the wearer Chronoslip armor is targetted by an attack that would inflict negative levels, hit point damage, or ability damage, and the attack would successfully strike him, he is transported in to the future before he is affected. He is transported as far in to the future as is necessary to avoid the brunt of the attack, up to the limit of the armor Lesser Chronoslip will transport the wearer forward in time exactly one round, and only once per day. Standard Chronoslip will transport the wearer forward in time up to one minute, and twice per day. Greater Chronoslip will transport the wearer forward in time up to one hour, and four times per day.</p><p></p><p>[/b]Chronojack[/b]</p><p>The wearer of Chronojack armor can cast a Time Stop effect on himself once per day. It lasts 3 rounds, and functions exactly as the Time Stop spell.</p><p></p><p><strong>Solar</strong></p><p>Solar armor continually radiates positive energy, as a 25th level cleric with the Positive Energy Aura feat. It extends thirty feet from the wearer. All undead with 10 HD or less are automatically destroyed - All undead with 20 HD or less are automatically turned.</p><p></p><p><strong>Dark Matter</strong></p><p>Dark Matter armor continually radiates negative energy in an aura extending thirty feet from the wearer. All within the aura suffer 10 negative levels until they leave the area of effect unless they are under the effect of a Death Ward, Negative Energy Protection, or similar effect, in which case they suffer 1 negative level until they leave the area of effect.</p><p></p><p><strong>Spelljamming</strong></p><p>Armor with the Spelljamming trait exists only in the Spelljammer universe. It functions as a Spelljammer, complete with Spelljamming helm, allowing someone wearing it to travel between planets with no other equipment. Someone wearing Spelljamming armor does not need to breathe, eat, sleep, drink, or excrete wastes. They can Fly, as per the spell, with a maximum speed of 6750 feet per round (approximately the speed of sound) at a maneuverability of Clumsy. Once free of the relative gravity of other objects, it can accelerate to the cruising speeds of a Spelljammer.</p><p></p><p><strong>Starstriding</strong></p><p>Starstriding armor grants the wearer complete Fire and Radiation immunity, while reducing dangerously high gravitational effects by up to 10,000 g's.</p><p></p><p><strong>Singularity</strong></p><p>Singularity armor can reduce dangerously high gravitational effects to 1 g or less, even on the surface of a supermassive black hole.</p><p></p><p><strong>Worming</strong></p><p>Worming armor grants the wearer a Burrow speed. Lesser Worming grants speed 10 through soil and clay, Worming grants speed 20 through stone, and Greater Worming grants speed 30 through normal metals (not Adamantite or Obdurium.)</p></blockquote><p></p>
[QUOTE="Anabstercorian, post: 699874, member: 2550"] [b]Armor enchantments![/b] [b]Chronoslipping[/b] Whenever the wearer Chronoslip armor is targetted by an attack that would inflict negative levels, hit point damage, or ability damage, and the attack would successfully strike him, he is transported in to the future before he is affected. He is transported as far in to the future as is necessary to avoid the brunt of the attack, up to the limit of the armor Lesser Chronoslip will transport the wearer forward in time exactly one round, and only once per day. Standard Chronoslip will transport the wearer forward in time up to one minute, and twice per day. Greater Chronoslip will transport the wearer forward in time up to one hour, and four times per day. [/b]Chronojack[/b] The wearer of Chronojack armor can cast a Time Stop effect on himself once per day. It lasts 3 rounds, and functions exactly as the Time Stop spell. [b]Solar[/b] Solar armor continually radiates positive energy, as a 25th level cleric with the Positive Energy Aura feat. It extends thirty feet from the wearer. All undead with 10 HD or less are automatically destroyed - All undead with 20 HD or less are automatically turned. [b]Dark Matter[/b] Dark Matter armor continually radiates negative energy in an aura extending thirty feet from the wearer. All within the aura suffer 10 negative levels until they leave the area of effect unless they are under the effect of a Death Ward, Negative Energy Protection, or similar effect, in which case they suffer 1 negative level until they leave the area of effect. [b]Spelljamming[/b] Armor with the Spelljamming trait exists only in the Spelljammer universe. It functions as a Spelljammer, complete with Spelljamming helm, allowing someone wearing it to travel between planets with no other equipment. Someone wearing Spelljamming armor does not need to breathe, eat, sleep, drink, or excrete wastes. They can Fly, as per the spell, with a maximum speed of 6750 feet per round (approximately the speed of sound) at a maneuverability of Clumsy. Once free of the relative gravity of other objects, it can accelerate to the cruising speeds of a Spelljammer. [b]Starstriding[/b] Starstriding armor grants the wearer complete Fire and Radiation immunity, while reducing dangerously high gravitational effects by up to 10,000 g's. [b]Singularity[/b] Singularity armor can reduce dangerously high gravitational effects to 1 g or less, even on the surface of a supermassive black hole. [b]Worming[/b] Worming armor grants the wearer a Burrow speed. Lesser Worming grants speed 10 through soil and clay, Worming grants speed 20 through stone, and Greater Worming grants speed 30 through normal metals (not Adamantite or Obdurium.) [/QUOTE]
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