Energy Warding, True (Shield Magic Property): Difference between revisions
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Latest revision as of 09:27, 2 June 2019
Energy Warding, True (Shield Magic Property)
You must be level 21 or higher to equip, wield or wear an item with this property.
A shield with this special ability protects against all energy damage of the type Common (Acid, Cold, Fire, Lightning, Sonic), and is designed with patterns depicting the function it performs. The shield harmlessly absorbs some energy damage per attack that the wearer would normally take (similar to the resist energy spell).
The amount of Energy Resistance (ER) the shield grants is dependent upon the type of shield in question, with heavier shields providing more protection.
Table: Energy Resistance by Armor Type Armor Type ER Amount Buckler 14 Light 35 Heavy 49 War 56 Tower 63
Special: For the price of 6,000,000 gp each, you may add one additional energy damage class to the shield's ER (i.e., you can spend the extra amount to add protection vs. Uncommon energy resistance to the existing Common energy resistance). If you purchase this adder twice, thus gaining all three energy resistance classes (Common, Uncommon, and Rare), the ER changes to ER /-, providing protection against all Energy Damage types save Primal (undefined damage type). These additions do not increase the overall enhancement level of the shield, do not increase the costs of future enhancements, nor do they count against the total enhancements possible on the shield.
If the wearer possesses ER from a different source, such as a class feature, feat, etc., it only stacks if all types in question are ER/-. Otherwise, only the best available value is used. For example, a character with ER 10/common and ER 15/fire would use the ER 15 fire any time they are struck by fire damage, and ER 10 for any other common energy damage types. They would never have ER 25 from this combination. However, if the character had ER 10/- from their character class, and is wearing an Energy Warding shield that has been upgraded to ER 15/-, then the character would have ER 25/-.
The Energy Warding property (including any of its variants, such as 'lesser', 'greater', 'true', etc.) can NEVER stack with itself, even if applied to different items on the character, such as equipping two shields with Energy Warding on each, and even if both items are upgraded to ER/-.
- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 65), a vital remnant (tier 6), and an item symbolic of the enchantment.