Magic Shield Abilities
Roll 1d20
- Acts as an extra eye as long as it is held or worn.
- Any blocked mêlée attack rebounds on the attacker unless the attacker makes a successful saving throw to dodge.
- Any blocked missile attack ricochets at the attacker unless the attacker makes a successful saving throw to dodge.
- Any spell or ray attack is reflected back if the wielder makes a successful save against it.
- 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.
- Can be used as a raft on any liquid surface (including lava).
- 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.
- Creates a cylindrical wall of force if it is placed horizontally on the ground and stepped upon.
- Creates a flat wall of force if it is set vertically on the ground.
- Enables wielder to resist cold as long as it is held or worn.
- Enables wielder to resist fire as long as it is held or worn.
- Grants protection from evil as long as it is held or protection from evil 10' radius if it is placed on the ground.
- Levitates if it is held or placed horizontally; obeys wielder's mental commands.
- Paralyzes with fear (as a hold person spell) any opponent who gazes on it.
- Prevents injury or death from falling by acting as a featherfall spell.
- 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."
- Shield's bonus applies to all saving throws vs. area effect attacks.
- Shield's bonus applies to all saving throws vs. magic.
- Shield's bonus applies to all saving throws.
- Wielder cannot be knocked down if standing on solid ground.
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