Magic Vestement!!!

Aryes said:
Would that bonus add to a non-"plussed" armor?

Such as a full plate with Greater Fortification, a +5 ability.
So, AC is unadjusted but it is magical. Would it then also have an enchantment AC bonus as well or would the "+5" already be capped out. I'm tending to lean toward it still getting the AC bonus anyway.

I think.

Yes it would get the +5 AC if cast by a 15th lvl cleric.

Just like Magic armor creation you ca have +5AC and +5 other enchantments for a total of +10.

Now I would still give the armor the +AC when cast of armor that had enchantments totaling +10 but non were + to AC.
 

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Would that bonus add to a non-"plussed" armor?

There are a couple of flaws in your reasoning.

Firstly - by the rules, any armor requires at least a +1 enhancement bonus before it can be given any special ability, like fortification.

Secondly, the +5 limit is only to straight enhancement bonus. The limit on "enhancement equivalent" for any armor is +10... for example, +5 Armor with Heavy Fortification (+5), or +2 Armor with Etherealness (+5) and Ghost Touch (+3).

Now, the question is, could that last example be Magic Vestmented up to +5? It would have a temporary "enhancement equivalent" of +13. I'm tempted to say no, but I'm not sure...

-Hyp.
 

Hypersmurf said:
Now, the question is, could that last example be Magic Vestmented up to +5? It would have a temporary "enhancement equivalent" of +13. I'm tempted to say no, but I'm not sure...

Yes, it could.
 

By the rules, you cannot have "non-plussed" magic armor. It must have a minimum +1 enhancement bonus.

The "+5" for the Heavy Fortification is a mechanic that allows us 1) to determine the market value of the item and therefore the cost and XP cost to make the item, and 2) to make items that do not have more than a +10 value. The value of the special ability is always added to the armor's AC enhancement bonus, which must always be at least +1.

For example, +1 Full Plate with Heavy Fortification is a +6 item when it comes to determining the market value. In this case, +1 Full Plate is worth 2500 gp while +1 Full Plate, Heavy Fortification is worth 37,500 gp.
 

Yes, it could.

Can you support that?

I'm looking at the rule that says "A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10".

It doesn't specify that the enhancement bonus has to be a permanent one.

-Hyp.
 

The text of the Magic Vestment spell in the SRD states

"The character imbues a suit of armor or a shield that the character touches with an enhancement bonus of +1 per three caster levels (maximum +5 at 15th level). An outfit of regular clothing counts as a suit of armor that grants no AC bonus for purposes of this spell.

Note: An enhancement bonus increases armor’s or a shield’s benefit to the wearer’s AC. A suit of armor cannot have more than +5 in total bonuses (even if some of its bonus is from other than enhancement)."

Here you can see the following ...

1) the armour gains the enhancement bonus ... it does not gain an additional bonus. So any armour already higher than the bonus the caster can grant gets no benefit.

2) The suit of armour can have no more than +5 in total bonuses as per the last line.
 

Note: An enhancement bonus increases armor’s or a shield’s benefit to the wearer’s AC. A suit of armor cannot have more than +5 in total bonuses (even if some of its bonus is from other than enhancement)."
The magic AC bonus on a suit of armor cannot go above +5, no matter what sort of bonuses they are (enhancement, sacred, luck, or whatever). So a suit of full plate that starts at 8AC is never going to be better than 13AC no matter how many different sorts of AC bonuses you throw on it. In addition to this, there are a couple of other points to keep in mind:

1) Bonuses of the same type overlap, but don't stack. So if it already has a +2 enhancement bonus to AC, then throwing a +4 Magic Vestment makes the amor +4 total rather than +6.

2) The total equivalent bonus on a suit of armor cannot go above +10. So if you have ghost touch, fortification, or any of those other nifty special abilities, you have 5 pluses to fill up for free. Adding more than that reduces the number of AC bonuses that you can put on that same suit of armor, and it doesn't matter if those AC pluses are temporary or not; +10 total is still the limit.

So a suit of armor can have up to 10 pluses of things put on it, with no more than 5 of those pluses being AC bonuses.
 

Xahn:

yes a normal magical piece of armour can have +10 bonus ... +5 enchantment, +5 of special abilities or combination thereof.

The spell Magical Vestment however specifically states that the maximum is +5 no matter where the bonuses come from. This would mean that if I had +1 armour with a +4 bonus ability, I can't magic vestment it up to +2 or more due to that qualification in the spell.
 

dvvega said:
The spell Magical Vestment however specifically states that the maximum is +5 no matter where the bonuses come from. This would mean that if I had +1 armour with a +4 bonus ability, I can't magic vestment it up to +2 or more due to that qualification in the spell.

The spell magic vestment doesn't say anything about market price bonuses (like a speed weapon's +4); it only says "enhancement bonuses." Vorpasl isn't an enhancement bonus, nor are any of the special qualities.
 


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