Enchanted armor is one of the most important things an adventurer can acquire—for what good is wealth and power when a dragon claw rips through your breastplate? In general, magic armor protects the wearer to a greater extent than non-magical armor. Magic Armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1. In addition to an enhancement bonus, armor may have special abilities . Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A suit of armor with a special ability must also have at least a +1 enhancement bonus. Special Materials: A suit of armor or a shield may be made of an unusual material.
Armor is always created so that if the type of armor comes with a pair of boots, a helm, or a set of gauntlets, these pieces can be exchanged for other magic boots, helms, or gauntlets. Caster Level for armor and shields: The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. Shields: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a shield bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description). A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC. As with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must also have at least a +1 enhancement bonus. Activation: Usually a character benefits from magic armor and shields in exactly the way a character benefits from non-magical armor and shields: by wearing them. If armor or a shield has a special ability that the user needs to activate, then the user usually needs to utter the command word (a standard action). Armor for Unusual Creatures: The cost of armor for non-humanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost of the masterwork quality and any magical enhancement remains the same. Spellscribed ArmorSource: PPC:AMH The myriad of threats that adventures face often go well beyond mere weapons, so many spellcasters trained in the use of armor seek to augment it with spells. Any spellcaster with both Craft Magic Arms and Armor and either Scribe Scroll or Brew Potion can create spellscribed armor. A single suit of armor can be inscribed with a number of spells equal to its base armor bonus (not including its enhancement bonus). For example, a suit of breastplate armor (which has a +6 armor bonus) can have up to six spells inscribed on it. If you are using the piecemeal armor rules, only a piece of armor that grants an armor bonus can be spellscribed. The maximum level for spells contained in spellscribed armor depends on the type of armor being inscribed. Light armor, a buckler, or a light shield can hold up to 3rdlevel spells; medium armor or a heavy shield can hold up to 6th-level spells; heavy armor or a tower shield can hold up to 9th-level spells. An inscribed spell is a spell-completion item that only the wearer of spellscribed armor may activate, and only if he is proficient with the type of armor worn. The inscribed spell vanishes when activated. The inscribed spell must be visible to the wearer and must be touched as part of its activation. Otherwise, suits of spellscribed armor are treated as scrolls (except that using them doesn’t provoke attacks of opportunity) and use the rules for spell-completion items. The process to create spellscribed armor requires access to expensive etching and scribing materials worth an amount of gold pieces equal to the inscribed spell’s level × the creator’s caster level × 100 (plus the price of any expensive material components). Spells inscribed on armor can be dispelled as if they were separate magic items (treat them as scrolls), wholly independent of the suit of armor on which they are etched. Table: Magic Armor and Shields
Magic Armor and Shield Special AbilitiesMost magic armor and shields have only 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: Specific Shields
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The following chart is compliments of Wyatt Nelson
This chart should include every magical weapon and armor property sorted by both price (including enhancement bonus versus flat cost) and name. Each entry also shows the caster level of the property, which items can have the property in question, with which (if any) class or character abilities the property interacts, and properties with similar and analogous function (such as and ). There are also separate tabs displaying valid properties individually for light armor, medium armor, heavy armor, bucklers, light shields, medium shields, and tower shields.