ARMOR & SHIELDS ARMOR: Arm of Valor* Armor of Fear* Armor of Miracles Armor of Lost Souls Armor of Steadfastness Ascarnil's Armor* Aslyferund's Armor* Hlobane (Dinosaur Hide) Armor Rainbow Armor* Solamnic Plate* SHIELDS: Battle Shield of Ilbathra Demonbane Floatshield Holy Shield Mpondo (Dinosaur Bone-plate) Shield Rheddrian's Shield Sentinel of Namarra, 'The Shield That Never Sleeps' Shield of Aversion Shield of the Coiled Serpent Shield of Divergence Shield of Dragon Protection, Greater* Shield of Dragon Protection, Lesser* Shield of Kirith-Kanoi* Shield of Olynthos* Shield of Wolf-Turning * This item appears in Encyclopedia Magica and/or other sources, but is reprinted here in a modified form (as detailed for my campaign use). Arm of Valor Each one of the ancient mythal-warded cities of the preservers crafted one of these multi-piece items, usually in three or five sections. In each case, the arm of valor was composed of sections of plate armor made of adamantite and nearly indestructible. Each piece had powers of its own, but joined together their powers were magnified. The powers of an arm of valor were not subject to normal mythal restrictions, whether in the mythal of their native city or in one of the other cities. The arm of valor made in Myth Alanar was of three parts, which provided the following powers: Pauldron (shoulder guard and upper arm rerebrace): immunity to charm, hold, sleep, fear, and ESP, detect invisibility in a 30' r. Couter (elbow guard and forearm vambrace): detect magic in a 30' r. (can distinguish between spells, enchanted/summoned creatures, and permanent items),airy water whenever immersed in liquid, jump (one jump, always landing safely) 1/turn. Gauntlet: all weapons wielded become equivalent to +2 magical weapons for striking purposes, +1 damage to all one-handed weapons used in that hand, punch as a +1 weapon for 1d4+1 damage (plus Strength), 'power smash' punch 1/turn for 3d6 points of damage (plus save vs. crushing blow for items struck) If any two pieces of the arm are worn together, the following additional powers are gained: immunity to polymorph or petrifaction, shout 1/day, feather fall at will, +1 to all saves, +1 to Armor Class. If all three pieces are worn together, the full powers of the arm are realized, as the following additional benefits are gained (cumulative with all previous benefits): magic missile (5 missiles, one from each digit) 1/turn, dimension door 1/turn, fly (4 round maximum duration) 1/turn, +1 to all saves, +1 to Armor Class, all system shock rolls automatically successful. Armor of Fear (revised): This plate mail +1 makes the wearer immune to fear of all types. In addition, he or she can mentally command the armor to radiate an aura of fear in a 30' radius, forcing all in that area to save vs. spell or flee in panic for 1d4+1 rounds. This fear function has 2d10 charges (in this case, 18), and when these charges are exhausted the armor becomes normal plate mail +1. Armor of Miracles: This ancient type of magical armor, the secret of making which has now been lost, functions as bronze plate mail +2, maintaining its 'plus' on all planes. It cannot be disintegrated or corroded in any way, always appearing bright and shiny. Anytime it would fail an item saving throw, it gains a second save to avert destruction. The armor of miracles also has several powers, listed below, which can be activated at will and do not interfere with other activities that the wearer might be taking in the round, other than applying a +1 initiative penalty. Once per turn by mental command, the wearer can cause it to glow with a bright blue-white radiance for the rest of that round and for the next full round, during which time the wearer and any other creature touched with both hands by the wearer gain a +4 bonus to saving throws. Once per day, the armor of miracles can heal the wearer; or, if desired, this power can instead be used to cure critical wounds on another creature by laying on both hands. Only one of these options can be exercised per day. Once per day, the armor of miracles can 'delay death' for the wearer. One to three rounds after the wearer is killed by any attack form that does not completely destroy the wearer's body (e.g., disintegration, total incineration; but see below), the wearer's life functions are temporarily suspended and he or she is brought back to life at 1 hit point. If all of the wearer's damage and/or afflictions (e.g., poison, disease, regeneration of severed limbs and/or head) are cured within 7 turns, death will be averted without the need for raise dead or any loss of Constitution. If even one point of damage remains at the end of 7 turns, however, the 'delayed death' will return and the wearer will die. Finally, once every 77 days the wearer of the armor of miracles can cast a limited wish, with no aging of the wearer caused by this casting. This limited wish may only be used for the direct benefit of a living creature (the wearer or some other creature). When cast, the limited wish causes a roll of thunder to sound overhead. If the wearer has been killed by a disintegration attack or some other attack form that has totally destroyed his or her body, the armor of miracles will use this limited wish power to restore the wearer's body to a raiseable condition and then will use the 'delay death' power above, assuming it has not already been used that day. Note that the limited wish power can only be used after the armor has been worn by a single specific creature for 77 consecutive days, at least four hours per day. If the armor is ever not worn for even a single day, the day count resets to zero. Only one creature can accumulate a day count in this fashion (i.e., six creatures could not rotate wearing it four hours per day each). Extra days over 77 do not accumulate; i.e., extra day count or limited wishes cannot be 'banked' or saved up. Once the limited wish is cast, the day count resets to zero. Armor of Lost Souls: This cursed suit of chain mail +5 has a very complicated series of straps and buckles and takes two full turns to put on or take off. However, once it is worn it is essentially weightless and is as unencumbering as normal clothing. It does not lose its magical bonus on other planes, as its magical power is sustained by the souls and spirits trapped within its shining metal rings. These same trapped spirits also render the wearer immune to fear, energy drains, death magic, and possession attempts (except as noted below). The armor of lost souls cannot be permanently destroyed by any non-divine means, reconstituting itself within one turn of failing any item saving throw. The curse of the armor of lost souls takes effect whenever its wearer is killed, as his or her spirit or soul does not depart to its plane but rather is drawn into the armor. Thus, the former wearer cannot be raised from the dead, resurrected, or reincarnated. The only way to bring the wearer's spirit back is through the use of a carefully worded wish or by first casting remove curse upon the armor in order to allow it to be removed, removing it, using exorcise or freedom (the reverse of imprisonment) to release the trapped soul or spirit from the armor, and then reviving the wearer with raise dead or other similar magic. Note that the wearer's spirit is not destroyed but is merely trapped within the armor, as are the spirits of all of the past wearers of the armor of lost souls that have died while wearing it. The creature whose soul has most recently been trapped by the armor is the most active, and while the armor is being worn there is a 1 in 6 chance (cumulative) each week that that spirit will attempt to magic jar the wearer of the armor, forcing a save vs. death magic with no bonuses but for the wearer's Wisdom to avoid possession. If the attempt is unsuccessful, the trapped spirit will wait a while and the random chance of a possession attempt occurring will begin again at 1 in 6 one week later. If the possession attempt succeeds, the wearer's own spirit will be prematurely sucked into the armor and the possessor's spirit will be set free, in the wearer's body. The actions it takes will depend on its alignment and intelligence, but it is likely to want to find some way to either regain its original body or one similar to it, including making its new body resemble its old body. During this time, the wearer's transposed spirit has a 1 in 6 cumulative chance each week of being able to attempt a transpossession attempt to regain control of his or her own body. While the body is possessed, only exorcise, holy word, banishment, limited wish, or wish will force the possessing spirit to vacate the wearer's body and go back into the armor, though this will now leave the body a soulless husk unless a restoration, limited wish, or wish is used to restore the original spirit to the body, although the wearer's spirit has a cumulative 1 in 6 chance per day of being able to successfully return to his or her body. Once back in his or her body, the wearer will still be subject to possession attacks by other spirits within the armor. Armor of Steadfastness: This armor, most typically crafted by dwarves, enables the wearer to endure severe tests of his or her stamina. Whenever the wearer must make a Constitution check, he or she is entitled to make two rolls and may choose the better of the two. In addition, he or she gains a +4 bonus to saving throws involving pain or stunning attacks or to avoid being knocked down. In addition, once per day the wearer of a suit of armor of steadfastness can cure one-half of the damage that the wearer has suffered that day. Damage left over from previous days is not affected by this curative power. The armor itself is very durable and difficult to destroy, gaining a +6 bonus to item saving throws, though failed saves will leave marks and scars that show the ravages that the armor has endured and survived. Aslyferund's Armor: This resplendent, ornate full plate +5 is manufactured from pure gold, with a breastplate formed from a single breast scale from a gold dragon. In the center of the breastplate is etched the symbol of three holly leaves and three holly berries. Six suits of this armor were crafted by a long-ago elven armorer and goldsmith of Myth Drannor who received the six gold dragon scales as a gift from an elder wyrm gold dragon in exchange for special services. Each suit of armor is sized for a half-elf or tall elf. Humans who are not fairly short and slender will find the armor rather tight, applying a -1 penalty to the wearer's Dexterity score and a +1 penalty to initiative unless a full hour is spent every day oiling the armor. Aslyferund's armor is always bright and shiny and cannot be corroded by any means, nor can it be scratched, stained, dented, or shattered by blows of any force. It is always exceptionally shiny, as reflective as a mirror, and any creature using a gaze attack within 30' of the armor has a 75% chance of seeing its reflection with sufficient clarity to be subjected to its own gaze. The armor cannot be damaged by heat or fire of any intensity. Further, the wearer becomes completely immune to natural fire and from fiery or chlorine gas breath weapons; the wearer suffers half damage from all other fire or gas attacks. In addition to this, the wearer becomes immune to non-magical missiles, save for catapult stones, giant-hurled rocks, and similar missiles. Non-magical melee weapons cause only half normal damage, as do attacks from creatures with fewer than 4+1 hit dice who do not possess magical properties or magical weapons. Because it is actually constructed from gold rather than steel, Aslyferund's armor is quite heavy for magical armor, weighing 65 pounds. Also, as gold is not as strong as steel, the armor provides a base Armor Class of 5 rather than the usual 1 (modified to 0 when the +5 bonus is considered). It does, of course, provide the normal +5 bonus to saving throws that are modified by magical armor, as well as to saving throws vs. gas attacks. Ascarnil's Armor: The origin of this armor is unknown, but it was made famous as the armor of the ranger Ascarnil, who gained his renown as a mighty slayer of ogres and (especially) trolls, along with his sword Runya, "The Red Flame of Ascarnil." He is perhaps best known for the battle in which he slew several hundred trolls by setting fire to the forest in which they were fighting with his sword. The reason he was able to walk away from that battle was the bright scarlet armor he always wore. The armor is fashioned from the hide of a young red dragon and is exceptionally supple and light. It protects as scale mail +2, but it is only as heavy and encumbering as leather armor. Better still, it renders the wearer completely immune to normal fire and granting a +3 bonus to saves vs. magical fire, +6 versus fiery dragon breath. The first ten points of damage from any magical fire attack are ignored, and any damage over and above that is reduced by half, with this reduction performed prior to rolling any applicable saving throws. Battle Shield of Ilbathra: This is a small bronze shield +1 set with six matched bloodstones on its boss. It can be used by a character of any class, but if it is worn or readied by a fighter of any alignment, it will telepathically inform the bearer of its powers. Note that the shield is not sentient; this is merely a feature of its magical manufacture. The shield gains is name from an array of powers which are very useful in battle and may be activated by the mental command of the bearer (being activated at will, with a +3 initiative modifier and applying a +1 initiative penalty to any other actions taken during the round but not otherwise interfering with them). When mentally ordered, the bearer of the battle shield of Ilbathra may jump 3/day (one leap only per use), blink 1/day, or create 1d4 mirror images of its bearer 1/day. In addition, anytime it is touched to a magical weapon, shield, or piece of armor, it rings like a struck bell. This occurs whether it is intentionally touched to such an item or if it is struck by such an item in battle (consider any attack parried with the shield or that misses the bearer but would have hit without the shield to have struck it). Demonbane: This is a large oval shield of finely-polished blue steel, with straps of black bull's hide within. It is a large shield +3 in all normal situations, but its bonus is increased to +5 when used against demons. It makes the bearer immune to all enchantment/charm spells, symbols, power words, and telekinesis used by demons against the bearer, and it further grants a +3 bonus to saving throws vs. any other demonic attacks. Demonbane glows with a cold blue light (5' radius for a least demon, 10' radius for a lesser demon, 20' radius for a greater demon, and 30' radius for a demon lord) anytime a demon is within a 60' radius of it, and it also makes the bearer unnaturally alert, granting a +1 bonus to avoid surprise in all cases and a +3 bonus to avoid surprise in encounters with demons. The touch of Demonbane will cause any demon's amulet to shatter unless it saves vs. disintegration. Any character bearing this shield gains the instant and permanent enmity of any demons who see it, as it is automatically recognized by them even if the bearer is magically disguised. They will usually attack the bearer and his or her fellows on sight and will communicate the identity of the possessor to their fellows. Demonbane functions only in the hands of a good-aligned character, and if an evil-aligned character ever attempts to strap it on, it acts as a cursed shield -3 and as a stone of weight. Floatshield: This type of magical small shield, which may be of +1, +2, or +3 enchantment, has a number of special properties. If it is not held or worn, it will remain stationary wherever it is released, even in mid-air. It can be moved by normal physical force as if it weighed 60 pounds, and it can support up to 60 pounds of weight without sinking. This inertia power is canceled anytime it is strapped onto a being's arm, save that it does provide the benefit of a feather fall spell anytime the bearer falls from a height greater than 5 feet. Hlobane (Dinosaur Hide) Armor: The making of this armor is known only in the Jungles of Chult and requires the hide of a freshly-killed carnivorous dinosaur. It is hide armor +1, and it grants a +1 bonus to all of the bearer's saving throws and subtracts 1 point from each die of damage suffered from all attack forms. In addition, it its immune to rot and decay, whether natural or magical. Finally, the wearer gains the benefits of a continuous endure heat spell. Holy Shield: This type of large shield +2 can be used by any character of good alignment, though each holy shield does have its own alignment: (roll 1d6): 1-2, Lawful Good; 3-4, Neutral Good; 5-6, Chaotic Good. For a non-good character, the shield functions as if it was non-magical, and for an evil character it functions as a cursed shield -2. If it is used by a priest or spellcasting paladin or ranger of its alignment, it gains several special bonuses. It becomes a large shield +3 in such a character's hands, and its bonus does not decrease on other planes. In addition, its plain metal face takes on the appearance of the holy symbol of its user's deity and grants a +1 bonus on die rolls to turn undead. Finally, it grants the benefit of a protection from evil spell to the bearer. Mpondo (Dinosaur Bone) Shield: The making of this special type of shield is known only in the Jungles of Chult and requires a bony plated shell from an ankylosaur-type dinosaur. When finished, the shield will have a bumpy ridged appearance on its face and jagged, spiked edges. It is a large bone shield +1, +2 vs. reptiles (including dragons, dinosaurs, lizard men, and other unusual types). In addition, it grants the bearer a special sort of protection against being swallowed whole. Anytime the bearer would normally have been swallowed whole, the attacker is instead considered to have bitten down on the mpondo shield, which then forces the attacker to save vs. death magic as the protective power of the shield attempts to shatter the bones and teeth of the attacker. If successful, the attacker suffers 1 point of damage for each hit die it possesses and suffers a -1 penalty on all die rolls for the next 2d6 rounds due to pain. This prevents the bearer from being swallowed whole, and most unintelligent creatures that suffer this ill effect from biting the shield must make a morale check or retreat to find easier prey, unless they are being magically or psionically controlled. If the save is failed, however, the mpondo shield has lodged itself in the attacker's jaws and it suffers 1 points of damage for each hit die it possesses on the round of the attack and on the next round thereafter and is effectively stunned during these two rounds. In addition, until all damage inflicted by a failed save has been healed, the affected creature suffers a -2 penalty to attack and damage rolls and will inflict only half damage with bite attacks. Any time that this defensive power is used, the shield must save vs. crushing blow (with a total modifier of +7) or be destroyed. There is a 10 percent cumulative chance per that a creature affected by this power will be able out the mpondo shield, but until that point the shield remains lodged in the creatures jaws, preventing it from using a bite attack. Please note that a boneless creature that swallows whole, such as a purple worm, can be affected by this attack form, but it is automatically considered to make its saving throw. This protection also extends to attacks which involve envelopment (e.g., by a lurker above or trapper) or constriction. In such instances, the mpondo shield does not prevent such attacks from being successful, but it does inflict damage on the attacker as if a successful saving throw was made vs. its power. Again, unintelligent creatures who suffer this damage must make a morale check or else release the bearer and retreat, unless they are magically or psionically controlled. Rainbow Armor: This highly magical chain mail is extremely rare and is known to originate from the home of the Norse deities in Asgard, usually dispensed by Heimdall, the guardian of the Bifrost bridge, for exceptional services to the Norse deities. This chain mail +3 retains is magical bonus on all planes, and it is completely weightless and non-encumbering. The armor cannot be damaged by heat, cold, or electricity, and the wearer becomes immune to natural extremes of temperature and natural electrical discharges (including natural lightning and the call lightning spell), though no protection is provided against magical attacks of these types. The rainbow armor also gives off a shimmering, multi-hued radiance in a 20' radius continuously whenever it is worn or touched, dispelling magical darkness and shadows automatically and limning creatures that are invisible or hiding in shadows in a rainbow-hued faerie fire-like radiance, rendering them easily detectable. Undead of all types suffer great discomfort when within this radius, suffering a -2 penalty to all die rolls. Shield, Sentinel of Namarra, 'The Shield That Never Sleeps': This large bluesteel shield +4 has thick black bullhide straps and is engraved on its reverse with the runes: "Namarra never sleeps." On command, it can be caused to glow with a mauve radiance akin to faerie fire, and it always gives off white sparks when struck by other metal. The bearer of the sentinel becomes unnaturally alert, gaining a +2 bonus to avoid surprise, and he or she also becomes immune to any type of sleep-inducing magic. By mental command (initiative modifier +3, applying a +1 initiative penalty to other actions in the round), the bearer can invoke the powers of detect invisibility and/or dispel silence (preventing any magical silence or magical or mundane silent movement) in a 10' radius around the shield. When either power is being used, however, the shield's magical bonus is reduced to +3. If both are being used simultaneously, it is reduced to +2. Note that it always is treated as a +4 item for the purpose of making item saving throws. In addition, the bearer can invoke the 'vigilance of Namarra' by concentrating for one full turn. This power may be used for up to twelve hours at a time, creating a stationary 5' radius sphere within which the bearer gains an array of benefits as a sentinel and guardian. While within this sphere, the bearer can see invisible creatures, regardless of the type of invisibility being used (even dust of disappearance or an out-of-phase duo-dimensional creature) and can always hear any creature attempting silent movement. The bearer can also see through any type of magical or natural obscurement, including rain, mist, darkness, shadows, fog, the sleet storm version of the ice storm spell, etc. These heightened senses cannot penetrate solid objects or barriers (i.e., the bearer would note someone hiding behind a tree, but not on the other side of a door or stone wall), but otherwise they extend in a 60' radius. In addition, while within this sphere the bearer is immune to charm, fear, and sleep. The bearer does not require food, water, or sleep while the power is being used and also regenerates 1 hit point per hour. The vigilance power can be canceled by the bearer at any time, but once used it cannot be invoked again until twelve hours have passed. Once the vigilance power expires, the bearer must rest for one full turn for every hour or fraction thereof that was spent using the power. Until such rest has been completed, the bearer will suffer a -2 penalty on all die rolls and will be considered slowed if forced into action. Shield of Aversion: This type of magical large shield, which may be of +1, +2, or +3 enchantment, has a special defensive power that comes into play whenever an opponent randomly selects targets from a group including the bearer. This includes volley-type missile fire. Whenever such a random targeting roll indicates that the bearer of the shield of aversion would be attacked, that targeting roll must be rerolled. If the second roll indicates that the bearer will be attacked, then the attack may proceed normally; otherwise, the attack has been diverted to the target indicated by the second roll. Shield of the Coiled Serpent: This is a small buckler, usually crafted of brass or bronze, inlaid with a shimmering, iridescent serpent in jade, lapis lazuli, and mother-of-pearl. The shield radiates magic but provides no special benefit to Armor Class until the bearer personally enters combat. However, it does give special protection against attacks from snakes and serpents (including magical serpents such as nagas, yuan-ti, and couatl, but not dragons), granting a +3 bonus to saves vs. any attack from such a creature (including poisoned bites). Further no snake or serpent will attack the bearer of the shield except in defense of themselves, their fellows, or their possessions (intelligent serpents may attempt a save vs. spells to avert this sanctuary-like effect). Whenever the bearer of a shield of the coiled serpent enters combat, the coiled serpent emblazoned on the shield begins to writhe and dance across the surface of the shield in a hypnotic, undulating fashion. This has the effect of making the bearer more difficult to hit. On the first round of combat, any creature attacking the bearer suffers a -1 penalty to hit. Each round, the hypnotic dance becomes more and more powerful, with a further -1 penalty to rolls to hit, to a maximum of -5 on the fifth round of combat. On the sixth round and each round thereafter, any creature trying to attack the bearer of the shield of the coiled serpent must save vs. spells each round (magic resistance check allowed) or be completely hypnotized and transfixed by the dance of the serpent, unable to move or take any action for 1d4+1 rounds; even after this time elapses, a new save is needed each round to avoid falling back under the spell of the serpent. Note that the hypnotic effects of a shield of the coiled serpent do not affect creatures who are blind or immune to charm-type effects, nor does it affect those who attack the bearer from behind. Similarly, it affects only those creatures that are looking directly at the bearer (as to attack, whether in melee or with a missile or spell) or are within 10' of the bearer and in front of or to the side of the bearer. Creatures who attempt to look away, avert their gaze, or shut their eyes must make a saving throw vs. spells in order to pull their eyes away from the hypnotic dance of the serpent. If the bearer leaves combat, the writhing of the serpent gradually dies away, losing 1 point of strength per round. Shield of Divergence: This type of small wooden shield +2 is an item of druidical manufacture. The bearer can cause the shield to emit a radiance akin to faerie fire of any hue by mental command. The primary power of the shield, however, is to divert magical attacks of a specific type, almost always lightning (including electrical attacks and magic missiles) or fire (including any heat-based attack). Up to six times per week, but not more than three times per day in any event, the 'divergence' power can be activated. If the bearer is aware of the power, he or she can activate it or suppress its activation by willpower; otherwise, it will take effect automatically when any attack form of the type affected by the shield passes within 10' of the shield. Anytime such an attack form passes within that radius of the shield bearer, it will be diverted to any target (creature or object) between 10' and 90' away from the shield desired by the bearer. If the bearer is not aware of the shield's power or does not choose a specific target, it will strike a randomly-generated creature (not including the shield-bearer) between 10' and 90' away from the shield. Each use of the divergence power lasts for one full round. Hence, all missiles created by a single magic missile spell or all arcs of a chain lightning spell could be diverted, as could multiple flame arrows or multiple Melf's minute meteors, if the caster opted to hurl more than one per round. The divergence power prevents any attack form of its type from affecting any creature within 10' of the shield while it is operating, hence a red dragon's breath would not approach within 10' of a shield of divergence that warded against fire, but would be diverted elsewhere, either randomly or at the direction of the bearer. A shield of divergence functions against both magical and non-magical attacks of its type, except that it does not affect attacks in made in melee or through direct physical contact. Hence a shocking grasp or flame blade spell or electric eel or flame tongue would attack with its normal effect on the bearer of such a shield. Shield of Dragon Protection, Greater: This item is very similar to its lesser cousin, but even more powerful. It is almost always a large shield, and it is considered a shield +3, +5 vs. dragons. The shield protects the bearer from dragon breath similarly to its lesser cousin; if the save vs. breath weapon (counting the shield's +5 bonus vs. all types of dragon breath) is made, no damage is suffered, and even if it is failed only half damage is sustained. In addition, however, a greater shield of dragon protection grants a +3 bonus to saving throws vs. magical spells and other special attack forms used by dragons (though not including magical items used by dragons). This type of shield has magical runes on its reverse side that spell out the word 'dragon'; these magical runes may be read by any creature capable of reading as if they were written in his or her native tongue. When any dragon comes within 30 yards of the shield the runes glow faintly, increasing in intensity as a dragon comes nearer, to the intensity of a light spell when a dragon is within 30 feet. This light cannot be dampened by any known means; presumably the creators of this type of shield disdained stealth in favor of open challenge and combat against their draconic enemies, and perhaps they assumed any dragon that got that close would know well enough that the bearer was there with or without the light provided by the shield's enchantment. In any case, this detection is passed on to the bearer in the form of a faint tingle, providing a +1 bonus to avoid being surprised by dragons. Shield of Dragon Protection, Lesser: This type of shield, almost always a large shield, is a magical shield +2, +3 vs. dragons. In addition to its increased defensive bonus versus dragons, it protects the bearer against draconic breath weapons. If the save vs. breath weapon is successful, counting the shield's +3 bonus even against gaseous breath weapons and other breath types normally not protected against by magical shields, the bearer takes no damage from that breath attack. Even if the save fails the bearer will suffer only half damage. Shield of Kirith-Kanoi: This small shield is fashioned of dark, heavy wood with rough iron bands around it. It is fastened to the wearer by a set of straps and buckles that are sized and constructed for dwarven use, and any non-dwarf must spend three full rounds to put it on or take it off. The straps do leave the bearer's hand free, however, so a torch or other item can be carried if desired. Graven into the iron rim of the shield in dwarven runes is the name of the shield, which in the dwarven tongue of Krynn means 'bane of sorcery.' In the hands of non-dwarves, the shield of kirith-kanoi functions as a simple magical shield +3. When used by a dwarf, however, the shield also acts as a ring of spell turning, and in addition it has a 15% chance to negate any magical item used against it or its bearer for 1d10 rounds, with this chance checked each time such an item comes into contact with the bearer (such as a magical sword) or is directed at the bearer (such as a wand or staff). This benefit applies only to magical items whose effects are directed at the bearer of the shield of kirith-kanoi, not to magical items affecting other creatures (e.g., an enemy's magical axe could be affected, but not his or her magical armor or shield or ring of protection). Shield of Olynthos: This large round shield +3 is made of iron, covered with oiled leather. Emblazed on its face is the image of a fearsome griffon. Once per day, its user can invoke the special power of she shield, causing the griffon emblazoned upon it to appear to come to life, with its foreparts emerging from the surface of the shield to attack one opponent with which the shield-bearer is engaged in melee. The animated griffon will make three attacks per round with THACO 13, two claws (1d4 each) and a bite (2d8), and it will continue to attack each round until at least one of its attacks hits, at which point it will retreat back into the shield and become dormant until the next day. Any creature struck by one of the griffon's attacks must save vs. spell or be affected as per a cause fear spell. The animated griffon can be forced back into the shield prior to making a successful attack only by the mental command of the shield-bearer or by inflicting 40 points of damage to it with magical attacks. It is Armor Class 3 and has 50% magic resistance if it is attacked. The animated griffon is incapable of performing any action other than attacking. Shield of Wolf-Turning: This round wooden large shield +2 is bound with iron and bears upon its boss an image of a white pony on a burgundy field. Against most foes, the shield provides only its normal benefit, but any wolves, werewolves, worgs, and wolfweres confronted with the shield must make an immediate save vs. paralyzation or be forced to flee in abject terror for 1d10 turns. Solamnic Plate: This finely crafted field plate armor is non-magical, but its exquisite workmanship and quality make it the equivalent of field plate +1. The armor is usually engraved with the knightly crest of its owner, including the symbols of the knight's order. This particular suit is engraved with the emblems of the crown and the sword. It is made of an unusual alloy that weighs only one- quarter normal and cannot be scratched, stained, dented, or corroded by rust, acid, or any other means. It is also an exceptional conductor of heat and electricity. This makes the armor itself impervious to harm from heat, cold, and electricity; however, the wearer suffers a -2 penalty to saving throws versus attacks of these types and suffers one additional point of damage per die normally inflicted by such attacks. ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >