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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.
| Table: Armor Special Abilities | ||||
|---|---|---|---|---|
| Minor | Medium | Major | Special Ability | Base Price Modifier |
| 01–25 | 01–05 | 01–03 | Glamered | +2,700 gp |
| 26–32 | 06–08 | 04 | Fortification, light | +1 bonus1 |
| 33–52 | 09–11 | — | Slick | +3,750 gp |
| 53–72 | 12–14 | — | Shadow | +3,750 gp |
| 73–92 | 15–17 | — | Silent moves | +3,750 gp |
| 93–96 | 18–19 | — | Spell resistance (13) | +2 bonus1 |
| 97 | 20–29 | 05–07 | Slick, improved | +15,000 gp |
| 98 | 30–39 | 08–10 | Shadow, improved | +15,000 gp |
| 99 | 40–49 | 11–13 | Silent moves, improved | +15,000 gp |
| — | 50–54 | 14–16 | Acid resistance | +18,000 gp |
| — | 55–59 | 17–19 | Cold resistance | +18,000 gp |
| — | 60–64 | 20–22 | Electricity resistance | +18,000 gp |
| — | 65–69 | 23–25 | Fire resistance | +18,000 gp |
| — | 70–74 | 26–28 | Sonic resistance | +18,000 gp |
| — | 75–79 | 29–33 | Ghost touch armor | +3 bonus1 |
| — | 80–84 | 34–35 | Invulnerability | +3 bonus1 |
| — | 85–89 | 36–40 | Fortification, moderate | +3 bonus1 |
| — | 90–94 | 41–42 | Spell resistance (15) | +3 bonus1 |
| — | 95–99 | 43 | Wild | +3 bonus1 |
| — | — | 44–48 | Slick, greater | +33,750 gp |
| — | — | 49–53 | Shadow, greater | +33,750 gp |
| — | — | 54–58 | Silent moves, greater | +33,750 gp |
| — | — | 59–63 | Acid resistance, improved | +42,000 gp |
| — | — | 64–68 | Cold resistance, improved | +42,000 gp |
| — | — | 69–73 | Electricity resistance, improved | +42,000 gp |
| — | — | 74–78 | Fire resistance, improved | +42,000 gp |
| — | — | 79–83 | Sonic resistance, improved | +42,000 gp |
| — | — | 84–88 | Spell resistance (17) | +4 bonus1 |
| — | — | 89 | Etherealness | +49,000 gp |
| — | — | 90 | Undead controlling | +49,000 gp |
| — | — | 91–92 | Fortification, heavy | +5 bonus1 |
| — | — | 93–94 | Spell resistance (19) | +5 bonus1 |
| — | — | 95 | Acid resistance, greater | +66,000 gp |
| — | — | 96 | Cold resistance, greater | +66,000 gp |
| — | — | 97 | Electricity resistance, greater | +66,000 gp |
| — | — | 98 | Fire resistance, greater | +66,000 gp |
| — | — | 99 | Sonic resistance, greater | +66,000 gp |
| 100 | 100 | 100 | Roll twice again2 | — |
| 1 Add to enhancement bonus on Table: Magic 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. | ||||
| Table: Shield Special Abilities | ||||
|---|---|---|---|---|
| Minor | Medium | Major | Special Ability | Base Price Modifier |
| 01–20 | 01–10 | 01–05 | Arrow catching | +1 bonus1 |
| 21–40 | 11–20 | 06–08 | Bashing | +1 bonus1 |
| 41–50 | 21–25 | 09–10 | Blinding | +1 bonus1 |
| 51–75 | 26–40 | 11–15 | Fortification, light | +1 bonus1 |
| 76–92 | 41–50 | 16–20 | Arrow deflection | +2 bonus1 |
| 93–97 | 51–57 | 21–25 | Animated | +2 bonus1 |
| 98–99 | 58–59 | — | Spell resistance (13) | +2 bonus1 |
| — | 60–63 | 26–28 | Acid resistance | +18,000 gp |
| — | 64–67 | 29–31 | Cold resistance | +18,000 gp |
| — | 68–71 | 32–34 | Electricity resistance | +18,000 gp |
| — | 72–75 | 35–37 | Fire resistance | +18,000 gp |
| — | 76–79 | 38–40 | Sonic resistance | +18,000 gp |
| — | 80–85 | 41–46 | Ghost touch armor | +3 bonus1 |
| — | 86–95 | 47–56 | Fortification, moderate | +3 bonus1 |
| — | 96–98 | 57–58 | Spell resistance (15) | +3 bonus1 |
| — | 99 | 59 | Wild | +3 bonus1 |
| — | — | 60–64 | Acid resistance, improved | +42,000 gp |
| — | — | 65–69 | Cold resistance, improved | +42,000 gp |
| — | — | 70–74 | Electricity resistance, improved | +42,000 gp |
| — | — | 75–79 | Fire resistance, improved | +42,000 gp |
| — | — | 80–84 | Sonic resistance, improved | +42,000 gp |
| — | — | 85–86 | Spell resistance (17) | +4 bonus1 |
| — | — | 87 | Undead controlling | +49,000 gp |
| — | — | 88–91 | Fortification, heavy | +5 bonus1 |
| — | — | 92–93 | Reflecting | +5 bonus1 |
| — | — | 94 | Spell resistance (19) | +5 bonus1 |
| — | — | 95 | Acid resistance, greater | +66,000 gp |
| — | — | 96 | Cold resistance, greater | +66,000 gp |
| — | — | 97 | Electricity resistance, greater | +66,000 gp |
| — | — | 98 | Fire resistance, greater | +66,000 gp |
| — | — | 99 | Sonic resistance, greater | +66,000 gp |
| 100 | 100 | 100 | Roll twice again2 | — |
| 1 Add to enhancement bonus on Table: Magic 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. | ||||
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