New Magic Items: Armor and Shields

Contents
Spiny Armor
Spiny Armor
	This suit of plate armor, on first inspection, appears to 
be plate mail + 1; but on further investigation, a dwarven rune 
will be found on the outside of the breastplate.  When this rune 
is spoken, the armors full powers become apparent.  The armor is 
really plate mail + 3, and it has other special abilities.  Upon 
utterance of the command word spikes suddenly pop out of the 
elbows, knees, hands and feet of the armor.  The armor is also 
covered with razor sharp ridges, and contact with the armor will 
cause the victim 1d3 points of damage.  The elbow and knee spikes 
do 1d4(S-M)/1d4(L) each.  The glove nails does 1d4+2(S-M)/1d4+1(L), 
and the boot nails do 1d6+1(S-M)/1d4+2(L).  The companion piece 
for this armor is the spiny helm.
	These suits of armor will expand/shrink to fit beings of 
S(3') to M(6'-7') size.  It has also been rumored that a special 
suit of spiny armor, leather + 2 exists.  This suit lacks the 
razor ridges and glove/boot nails.  It's elbow and knee spikes are 
also coated with 3 doses of poison (type L; 10/0 effects are 
immediate) each.  This ability can be used once every day.


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