Defensive Magic Items
(Version 1.01 - Last Modified: 03/26/2003)
Ancient Magical Armor
Special techniques has been developed at Galbadia Garden that combines magic with standard armor. This creates
a suit of magical armor that can be given special enhancements that will make them even stronger. The Galbadia
Garden creates generic magic armor, but it also creates a special line of armor specifically for the Galbadia
Military. All standard types of armor are available through Galbadia Armor, from leather armor to chain mail to
plate. It is important that magical barding for an animal can also be made, but due to the intelligence of the
mounts, known of the enhancements that require activation can be used and an animal does not know that it is
being affected by certain spells, such as Fly as the Eagle, so it would never use that ability, also, the rider
of an animal cannot activate or use any of the special abilities of their mount's armor.
- Simple Magical Armor (Minor)
Any suit of armor can be given a magical enhancement and this level of enhancement represents only a
small improvement over a non-magical suit of armor of the same type. This type of armor is usually
given to mercenaries that are still training, but it is also sold to most buyers. Simple magic armor
can have one armor enhancement, but the majority do not have any.
- Armor Type: Varies
- S.D.C.: Increase light armor's original S.D.C. by +15 and heavy armor's original S.D.C. by
+30.
- A.R.: Same as the original armor.
- Weight: Same as the original armor.
- Mobility: Same as the original armor.
- Enhancements: Selected when the armor is created.
- Medium Magical Armor (Medium)
Only slightly more enchanted then simple magical armor, this type of armor possesses more abilities
and is often given to graduates from the garden and sold to special governmental services, such as
presidential security guards. Medium magical armor can have up to three armor enhancements, but one
or two enhancements is the most common.
- Armor Type: Varies
- S.D.C.: Increase light armor's original S.D.C. by +25 and heavy armor's original S.D.C. by
+50.
- A.R.: Increase armor's original A.R. by +1 to a maximum of 20.
- Weight: Reduce armor's original weight by half.
- Mobility: Reduce armor's encumbrance and speed penalties by half, rounding all fractions
up; prowl penalties remain unchanged.
- Enhancements: Selected when the armor is created.
- Major Magical Armor (Major)
The highest level of commonly available magic power among most armor, Major Magical Armor is rare even
at Galbadia Garden. Usually only given to high ranking Garden mercenaries, these suits are highly
sought after, but the garden maintains close control of who they give and sells these suits to. Major
magical armor can have up to five armor enhancements.
- Armor Type: Varies
- S.D.C.: Increase light armor's original S.D.C. by +50 and heavy armor's original S.D.C. by
+100.
- A.R.: Increase armor's original A.R. by +2 to a maximum of 20.
- Weight: Reduce armor's weight to a quarter of its original weight.
- Mobility: Reduce armor's penalties by half, rounding all fractions up.
- Enhancements: Selected when the armor is created.
- Legendary Magical Armor (Artifact)
Martine and other powerful members of the Galbadia Garden faculty specially make these suits of armor.
They are rarely given to Garden mercenaries and then only for a short period of time before they must be
returned to the Garden. Legendary magical armor can have up to ten armor enhancements.
- Armor Type: Varies
- S.D.C.: Increase light armor's original S.D.C. by +100 and heavy armor's original S.D.C. by
+200.
- A.R.: Increase armor's original A.R. by +3 to a maximum of 20.
- Weight: Weightless
- Mobility: Armor suffers no speed, encumbrance, or prowl penalties.
- Enhancements: Selected when the armor is created.
Ancient Magical Shields
In addition to manufacturing magical armor, Galbadia Garden also creates magical shields that. These shields are
stronger and tougher then normal and can be further enchanted with armor enhancements. Normally, the type of
magical shield would be one level lower then the type of magical armor given to the same mercenary. For example,
if a mercenary is given a suit of medium magical armor, they would only be given a minor magical shield. All
shield types can be enchanted, although plain wooden and metal shields are the most common through the world.
Please see Revised Rules for Shields for more details on shield
sizes and types.
- Simple Magical Shield (Minor)
Any shield can be given a magical enhancement and this level of enhancement represents only a small
improvement over a non-magical shield of the same type. This type of shield is usually given to
mercenaries that are still training, but it is also sold to most buyers. Simple magic shields can have
one armor enhancement, but the majority do not have any.
- Size and Material: Varies
- Weight: Same as the original armor.
- S.D.C.: Increase buckler's original S.D.C. by +5, small shield's original S.D.C. by +15,
large shield's original S.D.C. by +30, and tower shield's original S.D.C. by +50.
- A.R.: Same as the original armor.
- Parry Bonus: Same as the original armor.
- Dodge Penalty: Same as the original armor.
- Damage: Same as the original armor.
- Enhancements: Selected when the shield is created.
- Medium Magical Shield (Medium)
Only slightly more enchanted then a simple magical shield, this shield possesses more abilities and is
often given to graduates from the garden and is sold to special governmental services, such as
presidential security guards. Medium magical shields can have up to three armor enhancements, but one
or two enhancements is the most common.
- Size and Material: Varies
- Weight: Reduce shield's original weight by half.
- S.D.C.: Increase buckler's original S.D.C. by +10, small shield's original S.D.C. by +25,
large shield's original S.D.C. by +50, and tower shield's original S.D.C. by +75.
- A.R.: Increase shield's original A.R. by +1 to a maximum of 20.
- Parry Bonus: Increase shields' parry bonus by +1.
- Dodge Penalty: Reduce shields's dodge penalty by half, rounding all fractions up.
- Damage: Increase the shield's original damage by +50%.
- Enhancements: Selected when the shield is created.
- Major Magical Shield (Major)
The highest level of commonly available magic power among most shields, Major Magical Shields are even more
rare then Major Magical Armor because they are not requested often. These shields are usually only given to
high ranking Garden mercenaries that specifically request them. Major magical shields can have up to five
armor enhancements.
- Size and Material: Varies
- Weight: Reduce shield's original weight to a quarter.
- S.D.C.: Increase buckler's original S.D.C. by +15, small shield's original S.D.C. by +45,
large shield's original S.D.C. by +75, and tower shield's original S.D.C. by +100.
- A.R.: Increase shield's original A.R. by +2 to a maximum of 20.
- Parry Bonus: Increase shields' parry bonus by +2.
- Dodge Penalty: Reduce shields's dodge penalty to a quarter, rounding all fractions up.
- Damage: Double the shield's original damage.
- Enhancements: Selected when the shield is created.
- Legendary Magical Shield (Artifact)
Martine and other powerful members of the Galbadia Garden faculty specially make these shields, but since
they are not very popular in general, they have made very few magical shields. The shields are rarely given
to the Garden Mercenaries, and usually only for a short period of time. Legendary magical shields can have
up to eight armor enhancements.
- Size and Material: Varies
- Weight: Weightless
- S.D.C.: Increase buckler's original S.D.C. by +30, small shield's original S.D.C. by +75,
large shield's original S.D.C. by +100, and tower shield's original S.D.C. by +150.
- A.R.: Increase shield's original A.R. by +3 to a maximum of 20.
- Parry Bonus: Increase shields' parry bonus by +3.
- Dodge Penalty: Eliminate all penalties to dodge.
- Damage: Triple the shield's original damage.
- Enhancements: Selected when the shield is created.
Galbadia Republic Magical Armor
The Galbadia Republic is rich, very rich, and when it decided to heavily invest in Galbadia Garden in order
to acquire magical armor for its troop, the Garden was only too happy to oblige. Special production facilities
were constructed at strategic sites within the republic, all under the control of the Garden, in order to
build the specially designed armor that the Galbadia Military requested. In the end, the deal worked out to
the benefit to both parties. The Galbadia Military receives almost constant shipments of new suits of magical
armor and the Galbadia Garden became richer and richer. The following suits of armor are the most commonly
available suits of armor within the Galabadia Republic, they all resemble the non-magical versions of the
armor used by the republic for decades prior to the deal with Galbadia Garden.
- Galbadian Soldier Armor (Minor)
Even the lowest soldier is equipped with the a magical suit of armor, showing the wealth of the republic
and how much money it is willing to invest into its soldiers. The armor is only a suit minor magical
armor, but it has been configured the way that the Galbadia Military desires and is a great benefit to
its soldiers.
- Armor Type: Double Mail (full)
- S.D.C.: 85
- A.R.: 15
- Weight: 50 lbs (22.7 kg)
- Mobility: -2 to Spd attribute, -10% to Prowl skill, and -10% to climb, swim, and performing
gymnastics or acrobatics.
- Enhancements: The armor has the following enhancements: Enhance Attribute - PS and Environmental
Protection.
- Galbadian Elite Soldier Armor (Medium)
For its elite soldiers, the Galbadia Military acquires even better armor. Designed for combat and for spell
casting, the armor is constructed to allow the elite spell casters the greatest advantage on the battlefield.
- Armor Type: Plate and Chain (full)
- S.D.C.: 150
- A.R.: 16
- Weight: 26 lbs (11.8 kg)
- Mobility: -1 to Spd attribute, -15% to Prowl skill, and -10% to climb, swim, and performing
gymnastics or acrobatics.
- Enhancements: The armor has the following enhancements: Environmental Protection, Magical
Detection, and PPE Battery - 40 PPE.
- Galbadian Paratrooper Armor (Medium)
Built for the ultra-elite paratroopers, this armor has more armor enhancements than a typical suit of medium
magical armor and it costs a lot more then usual, but the Galbadia Military believes they are worth the price
that the Garden charges.
- Armor Type: Studded Leather (full)
- S.D.C.: 101
- A.R.: 15
- Weight: 10 lbs (4.5 kg)
- Mobility: -5% to Prowl skill and and -2% to climb, swim, and performing gymnastics or acrobatics.
- Enhancements: The armor has the following enhancements: Defense, Environmental Protection, Flight,
and Offense.
Special Magical Armor
In addition to the special armor that Galbadia Garden produces for the Galbadia Military, they also produce a
number of special suits of armor. These suits have special properties built into them, but they can take other
armor enhancements to increase their power further.
- Fish Fin (Varies)
Fish Fins can be created as minor, medium, major, or even legendary suits of magical armor, but they all
share a few special properties that are unique to them. Unfortunately, their special abilities lowers the
number of enhancements they can hold by one, otherwise the Fish Fin can select a number of enhancements
determined by the level of its enchantment.
- Armor Type: Leather (full)
- S.D.C.: Base of 30
- A.R.: Base of 11
- Weight: Base of 11 lbs (22.7 kg)
- Mobility: Base of -5% to Prowl skill, and -5% to climb, swim, and performing gymnastics or
acrobatics.
- Enhancements: Selected when the armor is created.
- Special: The Fish Fin has the following spells constantly in effect: Breathe Underwater
(2nd level water elemental spell), Impervious to Ocean Depths (3rd level water
elemental spell), and Swim Like the Dolphin (4th level water elemental spell). The level
these spells are cast at depends on the strength of the magical item.
- Healing Mail (Minor)
In its early days of marketing magical items, Galbadia Garden designed a simple magical item that they
thought would apply to a wide variety of potential buyers. Unfortunately, the suit was not accepted as
they had hoped it would be, although it did sell fairly well among some groups. The line was eventually
discontinued, but enough of these interesting suits of armor remained both in the world and at the Garden
that they are encountered occasionally. The largest downside to this armor is that it have any armor
enhancements beyond its own special abilities, which quickly made it unpopular as the versatile nature of
the Garden's other armor became apparent to many buyers.
- Armor Type: Chain Mail (full)
- S.D.C.: 74
- A.R.: 14
- Weight: 40 lbs (18.1 kg)
- Mobility: -2 to Spd attribute, -10% to Prowl skill, and -10% to climb, swim, and performing
gymnastics or acrobatics.
- Enhancements: The armor has the following enhancements: Armor Regeneration.
- Special: The Healing Mail will regenerate all damage to the wearer at a rate of 1 point of
damage per minute and it will even regenerate entire limbs and lost or damaged organs. Also, the host
can spend 5 PPE into the armor to instantly heal 1D6 points of damage, this ability can only be used
one per melee.
- Silver Mail (Minor)
Using the highest quality silver available, Galbadia Garden is able to create and magically enchant a very
interesting suit of armor that has special abilities unable to any of the other magical armors. Unfortunately,
the Silver Mail can only select one enhancement in addition to its own special abilities.
- Armor Type: Double Mail (full)
- S.D.C.: 115
- A.R.: 15
- Weight: 50 lbs (22.7 kg)
- Mobility: -2 to Spd attribute, -10% to Prowl skill, and -10% to climb, swim, and performing
gymnastics or acrobatics.
- Enhancements: Selected when the armor is created.
- Special: Upon command, the armor can cast the following spells as a 5th level wizard:
Blinding Flash and Globe of Daylight. Casting these spells requires a single melee action and does not
require any PPE.
- Turtle Shell (Medium)
This suit of half plate has a special property that has been popular among guards and protectors, but not
very popular among regular militaries. While its primary focus is defense, the Turtle Shell is still useful
and the Garden still produces these suits in limited numbers. Turtle Shell armor can have up to three armor
enhancements.
- Armor Type: Plate (half)
- S.D.C.: 110
- A.R.: 15
- Weight: 10 lbs (4.5 kg)
- Mobility: -1 to Spd attribute, -15% to Prowl skill, and -10% to climb, swim, and performing
gymnastics or acrobatics.
- Enhancements: Selected when the armor is created.
- Special: Upon command, the Turtle Shell armor will instantly expand and harden to cover the wearer.
While in this hardened state, the armor's S.D.C. is tripled and its A.R. is increased to 20, but the host
loses all but one attack per melee and is -5 to dodge. This transformed state lasts for as long as the
wearer wishes it to and all damage inflicted against the armor while it has been transformed is divided by
three when the transformation, unfortunately, all damage inflicted against the armor before it transformed
is multiplied by tree.
- Diamond Armor (Major)
A special armor created for the honor guard of the Galbadia president, the Diamond Armor is a specially
designed suit of full plate that is made out of the best quality metal, laced with diamonds, and then
magically enchanted to create one of the most powerful and durable suits of armor on the planet. In
addition to the twenty suits created for the Galbadia Military, Martine, the headmaster of the Galbadia
Garden, created a few of these suits especially dangerous missions for his mercenaries.
- Armor Type: Plate (full)
- S.D.C.: 350
- A.R.: 19
- Weight: 14.5 lbs (6.6 kg)
- Mobility: -1 to Spd attribute, -8% to Prowl skill, and -10% to climb, swim, and performing
gymnastics or acrobatics.
- Enhancements: The armor has the following enhancements: Armor Regeneration, Bonding, Environmental
Protection, Internal Spell - Negate Magic (9th level innovation spell), and Magical Vision.
- Dragon Skin (Major)
Made from the scales of several dragons and then enchanted, these suits of magical armor are only assigned to
the most trusted mercenaries within Galbadia Garden and usually only for a short time. Dragon Skin armor can
have up to six armor enhancements.
- Armor Type: Scale Mail (full)
- S.D.C.: 175
- A.R.: 17
- Weight: 11.3 lbs (5.1 kg)
- Mobility: -1 to Spd attribute, -5% to Prowl skill, and -5% to climb, swim, and performing
gymnastics or acrobatics.
- Enhancements: Selected when the armor is created.
Armor Enhancements
Special enhancements can be incorporated into a suit of magical armor to give it magical properties. Simple
magical armor can have one enhancement, medium magical armor can have up to three, major magical armor can
have up to five, and legendary magical armor can have up to ten. See the descriptions of specific armor to
determine how many enhancements they can hold. Unless otherwise noted all abilities used by a minor magical
item are cast at 5th level of experience, all abilities used by a medium magical item are cast at
10th level of experience, all abilities used by a major magical item are cast at 12th
level of experience, and all abilities used by a legendary magical item are cast at 15th level of
experience.
- Armor Regeneration
The magical armor has the ability to regenerate its damage, although only slowly. The armor will
regenerate at a rate of 15 S.D.C. per hour and the wearer can spend PPE to instantly regenerate
2D6 S.D.C. for the armor.
- P.P.E. cost to activate: N/A for hourly regeneration and 10 for instant regeneration.
- Duration: Permanent for regeneration and instant for instant regeneration.
- Bonding
The armor and the wearer form a bond between each other, and the bonded person will be able to sense
the exact location of the armor as long as it is within 100 miles (161 km) of the bonded person. The
bonded person can also instantly summon the armor to his body with a thought if the armor is within
1000’ (305 m) of the bonded person. Newly acquired magic items require one week of being within 10'
(3 m) of the wearer before the two are permanently bonded until the wearer dies or the armor is
destroyed. There is no limit to the number of objects that a person can be bonded to simultaneously.
- P.P.E. cost to activate: N/A for sensing the location and 10 for transporting the weapon.
- Duration: Permanent for sensing the location and instant for transporting the weapon.
- Defense
This enhancement makes the armor much harder to destroy. It doubles it's original S.D.C. and
increases its armor rating by +1 to a maximum AR of 20. For example, a medium magical suit of Scale
Mail (full) would have 200 S.D.C. (75 +50 for being medium magical heavy armor and +75 for this
enhancement) and an armor rating of 17 (15 +1 for being medium magical armor and +1 for defense
enhancement). This enhancement can be taken multiple times, each time providing the same benefits.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Elemental Immunity
This enhancement is similar to Elemental Resistance, but it renders the wearer completely immune to a
specific element type, although only for a short while. The wearer and the armor take no damage and
suffers no penalties from the selected element if it is related to the element. The available elements
are air (and wind), fire, earth, ice (and cold), lightning (and energy), sonic, and water. This
enhancement can be taken multiple times, each time it applies to a different element type.
- P.P.E. cost to activate: 10
- Duration: 1 minute per level of experience
- Elemental Resistance
With this enhancement, the suit of armor and its wearer are able to ignore the first 10 points of damage
from a single element type. The available elements are air (and wind), fire, earth, ice (and cold),
lightning (and energy), sonic, and water. This enhancement can be taken multiple times, each time it
applies to a different element type.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Enhance Attribute
With this enhancement, the magical armor can provide a bonus to a single physical attribute. The
attributes that is enhanced is selected when this enhancement is chosen and cannot be changed afterwards.
The armor can enhance one physical attribute (PS, PP, PE, PB, or Spd) by +4 per enhancement used. This
enhancement can be taken multiple times, but no more then two enhancements can be used for a single
attribute.
- P.P.E. cost to activate: 5
- Duration: 1 minute per level of experience
- Environmental Protection
This is a popular enhancement because it provides the wearer with protection against many environmental
conditions. With this enhancement, the suit of armor has the following spells constantly in effect:
Breathe Without Air (3rd level invocation spell), Resist Cold (3rd level fire
elemental spell), and Resist Fire (3rd level invocation spell). See the PFRPG Main Book for a
complete description of all spells listed above.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Flight
Although available through the Internal Spell enhancement, this enhancement combines several spells that
are constantly in effect. With this enhancement, the suit of armor has the following spells constantly in
effect: Breathe Without Air (3rd level invocation spell), Fly as the Eagle (7th level
invocation spell), and Resist Cold (3rd level fire elemental spell). See the PFRPG Main Book for
a complete description of all spells listed above.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Internal Spell
A variety of innovation spells can be placed into the magical armor that can be cast by the wearer. An
enhancement slot provides the armor with two 1st level spells, each of which can be cast four
times per day, one spell from level 2 to 9, which can be cast six times per day, or one spell for two
enhancements from 10th level of higher, which can be cast only twice per day. Casting a spell
from the armor requires only a single melee action. This enhancement can be taken multiple times, and it
can be used for the same spell multiple times, each time allowing that spell to be cast more times per day.
- P.P.E. cost to activate: N/A
- Duration: Varies with each spell.
- Magical Detection
This enhancement provides the wearer with special detection abilities that they can activate in order to
gain more information about the area around them. With this enhancement, the suit of armor has the
following spells that can be activated: Sense Dimensional Anomaly (8th level invocation spell),
Sense Evil (1st level invocation spell), and Sense Magic (1st level invocation
spell). See the PFRPG Main Book for a complete description of all spells listed above. Activating a spell
requires one melee action and each spell can be activated four times per day.
- P.P.E. cost to activate: N/A
- Duration: Varies with each spell.
- Magical Vision
The armor provides the wearer with several spells that enhances the wearer's vision. With this enhancement,
the suit of armor has the following spells constantly in effect: Detect Concealment (2nd level
invocation spell), See Aura (1st level invocation spell), and See the Invisible (1st
level invocation spell). See the PFRPG Main Book for a complete description of all spells listed above.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Null Aura
The magical armor negates all magic and psionic probes that would otherwise reveal information about
the wearer. Thus, the wearer becomes impervious or invisible to See Aura, Sense Magic, Sense Evil,
Sense / Detect Psionics, Detect Magic, and even Presence Sense. On the negative side, it also negates
Psychic Diagnosis, Detect Poison, Object Read, and being located or communicated with via Magic Pigeon
or Telepathy. The magical armor will also appear to be completely normal to any methods of determining
whether it is magical in nature.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Offense
This enhancement has been specially designed for offensive operations, generally hand-to-hand combat
operations that are favored by many Garden mercenaries. With this enhancement, the wearer can cast
the following spells six times per day each: Superhuman Speed (5th level invocation spell)
and Superhuman Strength (5th level invocation spell). See the PFRPG Main Book for a complete
description of all spells listed above. Activating one of these spells requires one melee action.
- P.P.E. cost to activate: N/A
- Duration: Varies with each spell.
- P.P.E. Battery
The armor has an internal P.P.E. battery that the user can draw upon when needed. The battery can be
used to cast spells known by the user or it can be used to pay for the armor’s other powers. The armor
has 1D6x10 P.P.E. per enhancement spent on the P.P.E. Battery. For example, if two enhancements were
used on a P.P.E. Battery, the armor would have a 2D6x10 P.P.E. battery. The battery regains PPE at a
rate of 10 PPE per hour. This enhancement can be selected multiple times, each time providing more PPE.
- P.P.E. cost to activate: N/A
- Duration: Permanent