Magic Armor (LotR Supplement)

From D&D Wiki

Jump to: navigation, search

Magic Armor[edit]

Table: Armor Special Abilities[edit]
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 +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
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: 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[edit]
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
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
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: 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.



Back to Main PageDungeons and DragonsCampaign SettingsLotREquipmentMagic Items.

Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with Saul Zaentz, Tolkien Enterprises, the Tolkien Estate, New Line Cinema, or Wingnut Films.
Copyrights and trademarks for the books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors