Armors, Magic:                 

Magic Armors are spell-bound to help aid the wearer against attacks.

 

Each Class point will lower the roll needed to turn Acid, Blunt, Cold, Electricity, Fire, Needle and sharp attacks by 1, but never better than a 30+ to turn. Some armoring will naturally be lower than this (that is okay).

 

 

Note: Magic armor will naturally heal 1 point x its class per hour, but only when exposed to direct sunlight.

 

Value: 1 White-Gold (W.G.) X the armor's Class + the value of the armor.

 

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