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[[Category:Epic Path]]
[[Category:Epic Path]]
[[Category:Magic Item Creation]]
[[Category:Magic Item Creation]]
* ''Go back to the [[Epic Path]] page.''
[[Image:Magic_Shield_1.jpg|400px|right|Crusader's Shield]]
* ''Go back to the [[Magic Item Crafting Rules]] page.''
<div style="clear:right; float:right; padding-left:0.5em; padding-top:0.5em; font-size:85%;">__TOC__</div>




== Creating Magic Shields ==
Characters who choose to own a magic shield can either purchase one from a vendor, or build it themselves, if they have the [[Creator (Feat)|Creator]] feat (or know someone who does, and who is willing to commit to the time investment to help them).
To create a magic shield, a character needs a good heavy workshop.  There must be a powerful heat source such as a blown forge or magical fire.  There must be a strong anvil and high-quality tools of many, many kinds.  There must be adequate room to work, with benches and tables.  Finally, there should be a supply of materials, the most obvious being the shield or the pieces of the shield to be assembled. A good forge can be a cozy affair, or a massive workshop that sprawls and rambles through many rooms of a castle.  In no case is any workspace ever portable.


A shield that is to be made magical must be a masterwork shield, and the masterwork cost is added to the base price to determine final market value. Additional magic supply costs for the materials are subsumed in the cost for creating the magic shield—half the base price of the itemIf the character has a Craft:Shield skill they can roll to make their own masterwork shield, although it is usually fastest to purchase a masterwork item from a less-skilled NPC smith.
When buying a magic shield, it must nearly always be custom-made by an armorsmith to match the requirements of the purchasing characterVery few stores would have the space to keep a full inventory of every possible combination of shields.


Creating a magic shield has a special prerequisite: The creator's effective caster level must be at least three times the enhancement bonus of the shield. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic shield must have at least a +1 enhancement bonus to have any armor or shield special abilities.
Magic shields are a combination of four elements, and these elements are each priced individually and added together to determine the total price of the shield:
* the base shield (i.e. a wooden buckler, or a heavy steel shield)
* any [[Dweomermetals]] used in the construction of the shield
* the enhancement bonus applied to the shield
* the sum of all [[Shield Magic Properties]] applied to the shield


If spells are involved in the prerequisites for making the shield, the creator must have either 1) prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), 2) Purchased scrolls of the spells, 3) Have the spells otherwise available such as in a wand, or 4) have worked out with the GM in advance any allowed substitutions (a jug of white dragon saliva from a dragon of the proper challenge rating to substitute for a polar ray spell, for example) and must provide any material components or focuses the spells require. The act of working on the shield triggers the prepared spells, or integrates any allowed substitutes.  The spells are not available to cast, and the substitutes are consumed in making the item. (Those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)
===Base Shield===
The cost of the base shield can be found on the [[Armor_and_Shields#Shields|Armor and Shields]] page.


Creating some shields may entail other prerequisites beyond or other than spellcasting or substituted materials. See the individual descriptions for details.
===Dweomermetals and Special Materials===
* [[Dweomermetals]]
Dweomermetals, such as mithril, argent and bloodgold, can grant a shield special qualities and provide bonuses to their wielder. The prices and special qualities of each dweomermetal are described in detail on the [[Dweomermetals]] page.


Dweomermetals do not alter the total pluses of enchantment on a shield, or count against the pluses of the shield's magic properties, though the cost for a shield made with a dweomermetal is added to the overall cost of the shield.


:* Time Required:  Crafting magic shields requires one day for each CL of the item, minimum of seven days.
Note that special materials can be added to an existing shield, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the reforging rules described on the [[Dweomermetals]] page, as well as the [[Hirelings_and_Services#Reforging.2C_Brine_Quench_.C2.A0.C2.A0.5Bedit.5D|Hirelings and Services]] page.
 
:* Feat(s) Required: Creator.
 
:* Skill(s) Required: Divinity, Naturalism, Reason, Spellcraft, Spycraft or Warcraft
 
 
==Allowed Enchantments==
Magic shields have three types of improvements that may be applied to them:


===Shield Enhancement Bonus===
Heroic tier characters (characters from level 1 to level 20) can wield a shield with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Shield properties applied to their shield.


===Shield Enhancement Bonus===
Epic tier characters (characters level 21 to level 35) can wield a shield with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Shield properties applied to their shield. However, the enhancement bonus of the shield must be raised to at least +6 before it can have any Epic magic shield properties applied to it.
* [[Magic Item Enchant - Shield Enhancement Bonus|Shield Enhancement Bonus]]


Magical enhancements range from +1 to +9.  As a firm rule, the maximum enhancement a shield may have is equal to one quarter of the campaign level, round up.  This maximum Enhancement Bonus cap must not be exceeded at normal play levels to maintain balance.  Any attempt to wield a shield more magically enchanted than this results in the character taking a non-proficiency penalty, with the possibility of even more dire consequences (such as insanity, or becoming dominated by the shield's will). At level 36 and higher all restrictions are lifted, and shields may be enchanted in any way the characters can afford and the referee will allow.
Any attempt to wield a shield more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the shield (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the shield).


While shield enhancement bonuses are nearly always used to increase the AC bonus, some shields contain innate properties from special materials, which may also be increased via the enhancement bonus. An example of this is a bloodsilver shield's -3 Bleed property. Players may dedicate enhancement bonuses to increasing these innate properties instead of the shield's AC bonus. However, the shield's total enhancement bonus is always the sum of any of these, and no shield may ever have an enhancement bonus greater than +9 before the Apotheosis. For details on special material innate properties, and the effects of using enhancement bonuses to increase them, see the [[Dweomermetals And Other Special Materials]] page.  Enhancement bonuses may never be used to apply a property that the shield does not already have innately from its special materials.
At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the shield may be enchanted in any way the character can afford.


Enhancement bonuses add directly to the shield's base Shield bonus.  This means a +4 heavy steel shield (which has a base shield bonus of 2) would have a total shield bonus of 6.  The shield is still called a "+4 shield" to make clear that the additional 4 points of shield AC are coming from the magical enhancement that has been applied.


===Magic Shield Properties===
===Magic Shield Properties===
* [[Magic Properties - Shields]]
* [[Shield Magic Properties]]
* [[Magic Properties - Epic Armor and Shields]]
Magic Shield Properties are additional traits, bonuses or effects that magic shields grant or perform on top of the normal functionality of that shield.  Magic properties for shields can be found on the [[Shield Magic Properties]] page. A shield can have more than one magic property applied to it, but the cost to do so is the sum of the plus-cost of all properties applied. Thus, a shield with both the "Keen" magic property (a +1 property) and the "Lesser Energy Warding" property (a +2 property) would have a total of +3 worth of properties. The cost of these properties is also based on the sum, not the individual plus-cost of each; therefore, in this example, the pair of properties would cost {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=10-50 }} /2 round 0 }}}} gp.
 
Magic Shield Properties are additional traits, bonuses or effects that magic shields grant or perform on top of the normal functionality of that shield.  Shields must have at least a +1 enhancement bonus before any magic shield properties may be added to them. The limit to the total value of all shield properties that may be added to a magical shield is one quarter of the campaign level, rounded up. This maximum Magical Properties cap must not be exceeded at normal play levels to maintain balance.  No item may ever have the same property twice.  At level 36 and higher all restrictions are lifted, and shields may be enchanted in any way the characters can afford and the referee will allow.
 
 
===Dweomermetals and Special Materials===
* [[Dweomermetals And Other Special Materials]]
 
Mundane shields are assumed to be made of forged iron. Fragile shields are usually made of crude iron, bronze, or bone. Masterwork shields are assumed to be made of good quality steel, similar to historical Damascus or Wootz (forging good steel was often a happy accident before the chemistry was fully understood). Shields made from fantastic materials are possible as well, such as the classic mithril and adamantine.
 
In all cases, only ONE material may be used in the construction of a single shield, even after the Apotheosis at level 36. Unless the referee allows it, of course.
 
 
====Special Rule: Absolute Bonus====
By adding together the plus values of the Enhancement Bonus and Magical Properties of a magical shield, you determine the shield's Absolute Bonus. For example, a +2 Energy(10/Sonic) Resistance Warshield has a +4 Absolute Bonus, since the Energy Resistance property has a +2 cost associated with it. The Absolute Bonus plus the special material costs (if any) determine the total magic item cost of the item. The maximum possible Absolute Bonus of any magic weapon, armor or shield is +18, though the maximum allowed in a given campaign varies by the campaign's current player level (See the tables below for details). At level 36, all restrictions are lifted, and weapons, armors and shields may be enchanted in any way the characters can afford and the referee will allow.
 
 
==Restricted Enchantments==
Shields cannot have any other magical enchantments placed on them besides the three listed above: shield enhancement bonus, magic shield properties and dweomermetals/special materials.  For the sake of heading off questions, a list of what is NOT allowed is provided below.  Note that there are magic shield properties and dweomermetals which can provide some of the effects below.  However, except by using those properties or materials, these effects cannot be directly enchanted into a shield.
 
 
* Ability Damage
* [[Magic Item Enchant - Ability Scores|Ability Scores]]
* [[Magic Item Enchant - Alternate Movement Types|Alternate Movement Types]]
* [[Magic Item Enchant - Alternate Senses|Alternate Senses]]
* [[Magic Item Enchant - Armor Enhancement Bonus|Armor Enhancement Bonus]]
* Base Attack Bonus (BAB)
* Caster Level Checks
* Circumstance Bonuses (except skills)
* Class-Specific Abilities (e.g. Combat Edge, Quarry, Formation, Ki, Rogue Talents, etc.)
* [[Magic Item Enchant - Combat Maneuver Bonus|Combat Maneuver Bonus (CMB)]]
* [[Magic Item Enchant - Combat Maneuver Defense|Combat Maneuver Defense (CMD)]]
* [[Magic Item Enchant - Damage Resistance|Damage Resistance (DR)]]
* [[Magic Item Enchant - Deflection AC|Deflection AC]]
* Dodge AC
* Elemental Damage
* [[Magic Item Enchant - Energy Resistance|Energy Resistance (ER)]]
* Feats
* Hit Points
* [[Magic Item Enchant - Increased Movement|Increased Movement]]
* Initiative
* [[Magic Item Properties|Magic Armor Properties]]
* [[Magic Item Properties|Magic Weapon Properties]]
* [[Magic Item Enchant - Natural AC|Natural AC]]
* Other Classes’ Class Features
* Racial Abilities (neither improving your own, or getting abilities from other races)
* Ranged Damage
* Reach
* [[Magic Item Enchant - Saving Throws|Saving Throws]]
* [[Magic Item Enchant - Skill Bonuses|Skill Bonuses]]
* Skill Ranks
* [[Magic Item Enchant - Spell Effects|Spell Effects]]
* [[Magic Item Enchant - Spell Resistance|Spell Resistance]]
* Spell Save DC
* Status Conditions
* Temporary Hit Points
* Touch Attacks
* Traits
* [[Magic Item Enchant - Weapon Enhancement Bonus|Weapon Enhancement Bonus]]
 
 


==Other Magic Armor Considerations==
The limit to the total value of all shield properties that may be added to a shield is +5 pluses worth of properties for characters level 20 or below (heroic tier), or +9 pluses-worth of properties for characters levels 21 to 35 (epic tier). At level 36 and higher all restrictions are lifted, and a shield may be enchanted in any way the character can afford and the referee will allow.


No item may ever have the same property twice.  Furthermore, two different items with the same property do not cause that property's benefits to stack (i.e. be added together).


===Upgrading and Changing Enchantments===
Enhancement bonuses cannot be removed from a magic shield once applied, but the enhancement bonus can be increased. The cost to do so is the difference in cost between the old bonus and the new bonus.


=== Table: Magical Shield Enhancement Limitations ===
Magic shield properties can be removed from a shield, replaced with altogether new properties, or upgraded to a higher version of the existing magic shield property (when applicable).  The cost to do so is the difference in cost between the old plus-cost and the new plus-cost.  However, if the plus-cost goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work. Performing magic shield property swaps and upgrades takes one full day of work per change in the plus-cost, with a minimum of 1 full day. Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the shield while the craftsman is working on it. Some craftsmen might offer to lend or rent out a shield while their customers wait, though they would expect the loaner shield to be returned to them in good condition.
{| border="1" cellpadding="5" style="text-align:center"
! width="75" | Campaign Level || width="110" | Max Enhancement Bonus || width="175" | Max Magic Properties || width="110" | Absolute Bonus || width="110" | Cost
|-
! rowspan="2" | 1 - 4
| rowspan="2" | +1 || align="left" | no properties || +1 || 1,000
|-
| align="left" | +1 worth of properties || +2 || 4,000
|-
! rowspan="3" | 5 - 8
| rowspan="3" | +2 || align="left" | no properties || +2 || 4,000
|-
| align="left" | +1 worth of properties || +3 || 9,000
|-
| align="left" | +2 worth of properties || +4 || 16,000
|-
! rowspan="4" | 9 - 12
| rowspan="4" | +3 || align="left" | no properties || +3 || 9,000
|-
| align="left" | +1 worth of properties || +4 || 16,000
|-
| align="left" | +2 worth of properties || +5 || 25,000
|-
| align="left" | +3 worth of properties || +6 || 36,000
|-
! rowspan="5" | 13 - 16
| rowspan="5" | +4 || align="left" | no properties || +4 || 16,000
|-
| align="left" | +1 worth of properties || +5 || 25,000
|-
| align="left" | +2 worth of properties || +6 || 36,000
|-
| align="left" | +3 worth of properties || +7 || 49,000
|-
| align="left" | +4 worth of properties || +8 || 64,000
|-
! rowspan="6" | 17 - 20
| rowspan="6" | +5 || align="left" | no properties || +5 || 25,000
|-
| align="left" | +1 worth of properties || +6 ||  36,000
|-
| align="left" | +2 worth of properties || +7 ||  49,000
|-
| align="left" | +3 worth of properties || +8 || 64,000
|-
| align="left" | +4 worth of properties || +9 ||  81,000
|-
| align="left" | +5 worth of properties || +10 || 100,000
|}


Magic shields which are altered in such a way as to violate the limitations of the campaign level will inflict a [[Non-Proficiency|non-proficiency]] penalty on the wearer, or worse.


=== Table: Epic Magical Shield Enhancement Limitations ===
=== Determining Cost ===
{| border="1" cellpadding="5" style="text-align:center"
To find the cost of the enhancement bonus, and/or magic properties, refer to the table below:
! width="75" | Campaign Level || width="110" | Max Enhancement Bonus || width="175" | Max Magic Properties (Note: +5 is the minimum allowed for Epic) || width="110" | Absolute Bonus || width="110" | Cost
::{| class="ep-default" style="text-align:center"
|-
! width="110" | Enhancement Bonus or Magic Properties || width="110" | Cost
! rowspan="2" | 21 - 24
| rowspan="2" | +6 || align="left" | +5 worth of properties || +11 || 200,000
|-
| align="left" | +6 worth of properties || +12 || 400,000
|-
! rowspan="3" | 25 - 28
| rowspan="3" | +7 || align="left" | +5 worth of properties || +12 || 400,000
|-
| align="left" | +6 worth of properties || +13 || 800,000
|-
|-
| align="left" | +7 worth of properties || +14 || 1,500,000
| +1 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=2-50 }} /2 round 0 }}}}
|-
|-
! rowspan="4" | 29 - 32
| +2 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=6-50 }} /2 round 0 }}}}
| rowspan="4" | +8 || align="left" | +5 worth of properties || +13 || 800,000
|-
|-
| align="left" | +6 worth of properties || +14 || 1,500,000
| +3 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=10-50 }} /2 round 0 }}}}
|-
|-
| align="left" | +7 worth of properties || +15 || 2,500,000
| +4 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=14-50 }} /2 round 0 }}}}
|-
|-
| align="left" | +8 worth of properties || +16 || 4,500,000
| +5 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=18-50 }} /2 round 0 }}}}
|-
|-
! rowspan="5" | 33 - 35
| +6 (epic) || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=23-50 }} /2 round 0 }}}}
| rowspan="5" | +9 || align="left" | +5 worth of properties || +14 || 1,500,000
|-
|-
| align="left" | +6 worth of properties || +15 || 2,500,000
| +7 (epic) || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=27-50 }} /2 round 0 }}}}
|-
|-
| align="left" | +7 worth of properties || +16 || 4,500,000
| +8 (epic) || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=31-50 }} /2 round 0 }}}}
|-
|-
| align="left" | +8 worth of properties || +17 || 7,500,000
| +9 (epic) || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=35-50 }} /2 round 0 }}}}
|-
| align="left" | +9 worth of properties || +18 || 11,500,000
|-
! Apotheosis!
| unlimited || align="left" | unlimited || unlimited || impossibly expensive
|}
|}


Buying a magic shield from a vendor also takes time, if that vendor doesn't have the shield in stock.  As mentioned above, unless the shield is very simple (i.e. no dweomermetal, and just an enhancement bonus with no properties), it is extremely unlikely a vendor will have it in stock.  Custom ordered shields take 1 day per plus of the enhancement bonus and per plus of any magic properties being applied, and an additional day for any dweomermetal to be added.  Therefore, a +4 keen, lesser energy warding, ambergold heavy steel shield would require 8 days to build -- 4 days for the +4, 3 days for the 3 pluses-worth of properties, and 1 day for the dweomermetal.


=== Player-Created Magic Shields ===
A player character who has the [[Creator (Feat)|Creator]] feat may attempt to make their own magic shield.  To do so, the character needs a good workshop.  There must be a powerful heat source such as a blown forge or magical fire.  There must be a strong anvil and a wide variety of high-quality tools.  There must be adequate room to work, with benches and tables.  Finally, there should be a supply of materials, the most obvious being the shield or the pieces of the shield to be assembled. A good forge can be a cozy affair, or a massive workshop that sprawls and rambles through many rooms of a castle.  In no case is any workspace ever portable.


The Creator Level (CL) of a magic shield is equal to three times the enhancement bonus of the shield, or three times the total plus-cost of the magic properties of the shield, which ever is higher.  Whichever of these values isn't used then modifies the CL by +1 per 3 pluses.  Finally, if the shield has a dweomermetal, the CL is increased by an additional +1.  So, our Ambergold +4 heavy steel shield with Keen (+1) and Lesser Energy Warding (+2) would have a CL of 14 (12 base for the +4 enhancement bonus, which is greater than the +3 pluses of the magic properties; +1 CL for having 3 pluses of magic properties, and +1 CL for having a dweomermetal).


===Hardness and Hit Points===
Adding magic properties to a magic shield will also require a remnant of the appropriate tier, and an item that is symbolic of the enchantment being applied by the property, for each property being added.  The GM is the final arbiter of what qualifies as 'symbolic', but GM's are encouraged to be fairly generous in their interpretations.  Items used in the construction are consumed in the process of building the shield.
Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. See also Table: Weapon, Armor, and Shield Hardness and Hit Points.  Weapon properties usually have no effect on hardness or hit points, but some do, so refer to these specific rules for the effects of each property.  Special materials almost always have an effect on a weapon's hardness and hit points.  See the tables below and on the Dweomermetals page for details.
 
 
====Table: Weapon, Armor and Shield Hardness and Hit Points====
{| border="1" cellpadding="5" style="text-align:center"
! Weapon or Shield || Hardness <sup>1</sup> <sup>4</sup> || Hit Points <sup>2</sup> <sup>3</sup>
|-
| align="left" | Light blade || 10 || 2
|-
| align="left" | One-handed blade || 10 || 5
|-
| align="left" | Two-handed blade || 10 || 10
|-
| align="left" | Light metal-hafted weapon || 10 || 10
|-
| align="left" | One-handed metal-hafted weapon || 10 || 20
|-
| align="left" | Light hafted weapon || 5 || 2
|-
| align="left" | One-handed hafted weapon || 5 || 5
|-
| align="left" |  Two-handed hafted weapon || 5 || 10
|-
| align="left" | Projectile weapon || 5 || 5
|-
| align="left" |  Armor || special<sup>4</sup> || armor bonus × 5
|-
| align="left" | Buckler || 10 || 5
|-
| align="left" | Light wooden shield || 5 || 7
|-
| align="left" | Heavy wooden shield || 5 || 15
|-
| align="left" | Light steel shield || 10 || 10
|-
| align="left" | Heavy steel shield || 10 || 20
|-
| align="left" | Tower shield || 5 || 20
|}
* <sup>1</sup> Add +2 for each +1 enhancement bonus of magic items.
* <sup>2</sup> Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
* <sup>3</sup> Add 10 hp for each +1 enhancement bonus of magic items
* <sup>4</sup> Varies by materialSee below and Dweomermetals for details.
 
 
 
====Table: Substance Hardness and Hit Points====
{| border="1" cellpadding="5" style="text-align:center"
! Substance || Hardness || Hit Points
|-
| align="left" | Glass || 1 || 1/in. of thickness
|-
| align="left" | Paper or cloth || 0 || 2/in. of thickness
|-
| align="left" | Rope || 0 || 2/in. of thickness
|-
| align="left" | Ice || 0 || 3/in. of thickness
|-
| align="left" | Leather or hide || 2 || 5/in. of thickness
|-
| align="left" | Wood || 5 || 10/in. of thickness
|-
| align="left" | Stone || 8 || 15/in. of thickness
|-
| align="left" | Iron or steel || 10 || 30/in. of thickness
|-
| align="left" | Argent || 15 || 40/in. of thickness
|-
| align="left" | Ambergold || 18 || 30/in. of thickness
|-
| align="left" | Bloodgold || 5 || 25/in. of thickness
|-
| align="left" | Bloodsilver || 20 || 40/in. of thickness
|-
| align="left" | Cuprium || adds +3 to base || adds +9 to base
|-
| align="left" | Mithral || 15 || 30/in. of thickness
|-
| align="left" | Peacemetal || 15 || 35/in. of thickness
|-
| align="left" | Puremetal || 12 || 30/in. of thickness
|-
| align="left" | Adamantine || 20 || 40/in. of thickness
|-
| align="left" | Dolemetal || 25 || 50/in. of thickness
|-
| align="left" | Truemetal || 30 || 50/in. of thickness
|-
| align="left" | Paramount || 40 || 60/in. of thickness
|-
| align="left" | Glassteel || 10 || 30/in. of thickness
|}
 
 
===Caster Level for shields===
The caster level of a magic shield 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.  As always, caster level can either be a character's 'native' caster if they actually cast spells, or their Effective Caster Level they gain from having the Creator feat and ranks in either Divinity, Naturalism, Reason, Spellcraft, Spycraft or Warcraft.  Note that even spell casters must have the Creator feat to make magic items.
 


===Interaction between Shields and Armor===
:* '''Time Required:'''  Crafting magic shields requires one day per two Creator Levels (CLs) of the item, minimum of seven days.
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).
:* '''Feat(s) Required:''' [[Creator (Feat)]]. [[Creator, Epic (Feat)]] is also required for items requiring a Creator Level of 21 or higher.
:* '''Skill(s) Required:''' a [[Bailiwick]] skill check.


A shield can be built such that it also acts as a magic weapon.  This requires the shield to be equipped with shield spikes, and is handled as if the shield was a double weapon, namely, two sets of enhancements are applied to the shield and the costs are tracked as though they were two separate items, even though they aren'tBecause shield spikes on a shield are really only one item, it is important to remember that like bonuses do not stack on the same item. For example, a property which grants an armor bonus to AC from the shield spikes would not stack with the armor bonus provided by the shield itself.  Also, as a note, some magic weapon properties, such as the [[Defending]] magic item property, require you to use your shield or armor as a weapon to gain its benefit of the property.  The GM may rule that when using the shield or armor spikes as a weapon means you lose the actual shield or armor bonuses until the start of your next turn, just as if you used your shield for a shield bash.
The cost of a magic shield created by a player character is only half the cost of buying it in the storeThis cost is further reduced by the cost of any symbolic items used in the construction of the shield.


Magic properties built into a 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 absolute bonus (enhancement plus special ability bonus equivalents) higher than +18. A shield with a special ability must also have at least a +1 enhancement bonus.
{{:Sunders Against Shields}}


=== Interaction between Shields and Armor ===
You can stack (i.e. add together) an [[Armor Bonus]], an [[Armor Enhancement Bonus]], a [[Shield Bonus]], and a [[Shield Enhancement Bonus]].  However, two bonuses of the same type (e.g. two Armor Bonuses) do not stack with each other; instead, you may only use the highest available value.  See also the [[Character_Creation#Determine_Armor_Class_Values | Character Creation]] rules for additional details on the various bonuses that can be added to your total Armor Class value.


===Activation of Armor and Shields===
Shield enhancement bonuses to Shield AC do not act as attack or damage bonuses when the shield is used in a [[shield bash]].
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).


===Activation of Shields===
Usually a character benefits from magic shields in exactly the way a character benefits from non-magical shields: by wearing them. If 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).


===Shields for Unusual Creatures===
===Shields for Unusual Creatures===
The cost of a shield for non-humanoid creatures, as well as for creatures who are neither Small nor Medium, varies.  The cost of the masterwork quality is also affected to the same degree.  IE, if armor costs four times as much because it is size large, it costs 4 times as much to make it masterwork.  The cost to enchant a size large shield is unchanged, however, nor does the shield's size increase the time required for enchantment.
The cost of a shield for non-humanoid creatures, as well as for creatures who are neither Small nor Medium, varies.  The cost to enchant a size large shield is unchanged, however, nor does the shield's size increase the time required for enchantment.

Latest revision as of 20:32, 11 July 2020

Crusader's Shield


Characters who choose to own a magic shield can either purchase one from a vendor, or build it themselves, if they have the Creator feat (or know someone who does, and who is willing to commit to the time investment to help them).

When buying a magic shield, it must nearly always be custom-made by an armorsmith to match the requirements of the purchasing character. Very few stores would have the space to keep a full inventory of every possible combination of shields.

Magic shields are a combination of four elements, and these elements are each priced individually and added together to determine the total price of the shield:

  • the base shield (i.e. a wooden buckler, or a heavy steel shield)
  • any Dweomermetals used in the construction of the shield
  • the enhancement bonus applied to the shield
  • the sum of all Shield Magic Properties applied to the shield

Base Shield

The cost of the base shield can be found on the Armor and Shields page.

Dweomermetals and Special Materials

Dweomermetals, such as mithril, argent and bloodgold, can grant a shield special qualities and provide bonuses to their wielder. The prices and special qualities of each dweomermetal are described in detail on the Dweomermetals page.

Dweomermetals do not alter the total pluses of enchantment on a shield, or count against the pluses of the shield's magic properties, though the cost for a shield made with a dweomermetal is added to the overall cost of the shield.

Note that special materials can be added to an existing shield, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the reforging rules described on the Dweomermetals page, as well as the Hirelings and Services page.

Shield Enhancement Bonus

Heroic tier characters (characters from level 1 to level 20) can wield a shield with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Shield properties applied to their shield.

Epic tier characters (characters level 21 to level 35) can wield a shield with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Shield properties applied to their shield. However, the enhancement bonus of the shield must be raised to at least +6 before it can have any Epic magic shield properties applied to it.

Any attempt to wield a shield more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the shield (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the shield).

At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the shield may be enchanted in any way the character can afford.

Enhancement bonuses add directly to the shield's base Shield bonus. This means a +4 heavy steel shield (which has a base shield bonus of 2) would have a total shield bonus of 6. The shield is still called a "+4 shield" to make clear that the additional 4 points of shield AC are coming from the magical enhancement that has been applied.

Magic Shield Properties

Magic Shield Properties are additional traits, bonuses or effects that magic shields grant or perform on top of the normal functionality of that shield. Magic properties for shields can be found on the Shield Magic Properties page. A shield can have more than one magic property applied to it, but the cost to do so is the sum of the plus-cost of all properties applied. Thus, a shield with both the "Keen" magic property (a +1 property) and the "Lesser Energy Warding" property (a +2 property) would have a total of +3 worth of properties. The cost of these properties is also based on the sum, not the individual plus-cost of each; therefore, in this example, the pair of properties would cost 12,500 gp.

The limit to the total value of all shield properties that may be added to a shield is +5 pluses worth of properties for characters level 20 or below (heroic tier), or +9 pluses-worth of properties for characters levels 21 to 35 (epic tier). At level 36 and higher all restrictions are lifted, and a shield may be enchanted in any way the character can afford and the referee will allow.

No item may ever have the same property twice. Furthermore, two different items with the same property do not cause that property's benefits to stack (i.e. be added together).

Upgrading and Changing Enchantments

Enhancement bonuses cannot be removed from a magic shield once applied, but the enhancement bonus can be increased. The cost to do so is the difference in cost between the old bonus and the new bonus.

Magic shield properties can be removed from a shield, replaced with altogether new properties, or upgraded to a higher version of the existing magic shield property (when applicable). The cost to do so is the difference in cost between the old plus-cost and the new plus-cost. However, if the plus-cost goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work. Performing magic shield property swaps and upgrades takes one full day of work per change in the plus-cost, with a minimum of 1 full day. Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the shield while the craftsman is working on it. Some craftsmen might offer to lend or rent out a shield while their customers wait, though they would expect the loaner shield to be returned to them in good condition.

Magic shields which are altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wearer, or worse.

Determining Cost

To find the cost of the enhancement bonus, and/or magic properties, refer to the table below:

Enhancement Bonus or Magic Properties Cost
+1 1,150
+2 5,000
+3 12,500
+4 28,000
+5 90,000
+6 (epic) 377,500
+7 (epic) 1,150,000
+8 (epic) 3,600,000
+9 (epic) 11,025,000

Buying a magic shield from a vendor also takes time, if that vendor doesn't have the shield in stock. As mentioned above, unless the shield is very simple (i.e. no dweomermetal, and just an enhancement bonus with no properties), it is extremely unlikely a vendor will have it in stock. Custom ordered shields take 1 day per plus of the enhancement bonus and per plus of any magic properties being applied, and an additional day for any dweomermetal to be added. Therefore, a +4 keen, lesser energy warding, ambergold heavy steel shield would require 8 days to build -- 4 days for the +4, 3 days for the 3 pluses-worth of properties, and 1 day for the dweomermetal.

Player-Created Magic Shields

A player character who has the Creator feat may attempt to make their own magic shield. To do so, the character needs a good workshop. There must be a powerful heat source such as a blown forge or magical fire. There must be a strong anvil and a wide variety of high-quality tools. There must be adequate room to work, with benches and tables. Finally, there should be a supply of materials, the most obvious being the shield or the pieces of the shield to be assembled. A good forge can be a cozy affair, or a massive workshop that sprawls and rambles through many rooms of a castle. In no case is any workspace ever portable.

The Creator Level (CL) of a magic shield is equal to three times the enhancement bonus of the shield, or three times the total plus-cost of the magic properties of the shield, which ever is higher. Whichever of these values isn't used then modifies the CL by +1 per 3 pluses. Finally, if the shield has a dweomermetal, the CL is increased by an additional +1. So, our Ambergold +4 heavy steel shield with Keen (+1) and Lesser Energy Warding (+2) would have a CL of 14 (12 base for the +4 enhancement bonus, which is greater than the +3 pluses of the magic properties; +1 CL for having 3 pluses of magic properties, and +1 CL for having a dweomermetal).

Adding magic properties to a magic shield will also require a remnant of the appropriate tier, and an item that is symbolic of the enchantment being applied by the property, for each property being added. The GM is the final arbiter of what qualifies as 'symbolic', but GM's are encouraged to be fairly generous in their interpretations. Items used in the construction are consumed in the process of building the shield.

  • Time Required: Crafting magic shields requires one day per two Creator Levels (CLs) of the item, minimum of seven days.
  • Feat(s) Required: Creator (Feat). Creator, Epic (Feat) is also required for items requiring a Creator Level of 21 or higher.
  • Skill(s) Required: a Bailiwick skill check.

The cost of a magic shield created by a player character is only half the cost of buying it in the store. This cost is further reduced by the cost of any symbolic items used in the construction of the shield.

Sunders Against Shields

Shields, like armor, are designed to protect the wearer, and are therefore more difficult to Sunder. Shields have a durability akin to unattended objects, requiring more than one successful Sunder attempt to inflict the Broken condition upon the shield. In addition, if an enemy attempts to sunder any of your worn or wielded items, and you are proficiently wielding a shield, you may ALWAYS elect to have that sunder check apply to your shield instead, as long as your shield does not already have the Broken condition.

  • Bucklers have a durability of 1 (requires only 1 point of Siege Damage to inflict Broken)
  • Light Shields have a durability of 2 (requires 2 points of Siege Damage to inflict Broken)
  • Heavy Shields have a durability of 3 (requires 3 points of Siege Damage to inflict Broken)
  • War Shields have a durability of 4 (requires 4 points of Siege Damage to inflict Broken)
  • Tower Shields have a durability of 5 (requires 5 points of Siege Damage to inflict Broken)

In addition, some dweomermetals, and some magic properties can alter the durability of a shield.

If a shield becomes broken, it continues to provide all of its normal benefits, but the wearer suffers a -2 penalty to Armor Class until the shield is repaired.

Interaction between Shields and Armor

You can stack (i.e. add together) an Armor Bonus, an Armor Enhancement Bonus, a Shield Bonus, and a Shield Enhancement Bonus. However, two bonuses of the same type (e.g. two Armor Bonuses) do not stack with each other; instead, you may only use the highest available value. See also the Character Creation rules for additional details on the various bonuses that can be added to your total Armor Class value.

Shield enhancement bonuses to Shield AC do not act as attack or damage bonuses when the shield is used in a shield bash.

Activation of Shields

Usually a character benefits from magic shields in exactly the way a character benefits from non-magical shields: by wearing them. If 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).

Shields for Unusual Creatures

The cost of a shield for non-humanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost to enchant a size large shield is unchanged, however, nor does the shield's size increase the time required for enchantment.