25 April 2014

Table: Magic Shield Abilities

Most magic shields confer standard magical benefits and a bonus to the wielder's armor class. A majority will improve armor class by +1, although a few confer a bonus of +2 or even +3. Some shields have nonstandard enchantments as well. Roll as needed on the following table to generate nonstandard magical shield abilities.


Magic Shield Abilities

Roll 1d20

  1. Acts as an extra eye as long as it is held or worn.
  2. Any blocked mêlée attack rebounds on the attacker unless the attacker makes a successful saving throw to dodge.
  3. Any blocked missile attack ricochets at the attacker unless the attacker makes a successful saving throw to dodge.
  4. Any spell or ray attack is reflected back if the wielder makes a successful save against it.
  5. Blinds opponents if sunlight is available. Opponents must save vs. magic or suffer -2 penalties to both Armor Class and attack rolls as long as they are facing the shield.
  6. Can be used as a raft on any liquid surface (including lava).
  7. Causes fear in opponents when the wielder strikes it repeatedly with a weapon for one full round. Opponents must save vs. magic or flee for two turns.
  8. Creates a cylindrical wall of force if it is placed horizontally on the ground and stepped upon.
  9. Creates a flat wall of force if it is set vertically on the ground.
  10. Enables wielder to resist cold as long as it is held or worn.
  11. Enables wielder to resist fire as long as it is held or worn.
  12. Grants protection from evil as long as it is held or protection from evil 10' radius if it is placed on the ground.
  13. Levitates if it is held or placed horizontally; obeys wielder's mental commands.
  14. Paralyzes with fear (as a hold person spell) any opponent who gazes on it.
  15. Prevents injury or death from falling by acting as a featherfall spell.
  16. Projects a hammer of force (range and damage equal to a throwing hammer) when used instead of a normal attack. Acts as a magic weapon equivalent to shield's bonus. Must roll "to hit."
  17. Shield's bonus applies to all saving throws vs. area effect attacks.
  18. Shield's bonus applies to all saving throws vs. magic.
  19. Shield's bonus applies to all saving throws.
  20. Wielder cannot be knocked down if standing on solid ground.

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