TEXT: a dozen magic armors • page 1
  A Dozen Magic Armors © 2020 Philip Reed, all rights reserved. 
  Most artwork by deymos, used under license from Shutterstock.com. Character artwork on pp. 5 and 10 copyright Dean Spencer, used under license. 
  Even though there 
  are 
  more 
  magic 
  items spread across hun-
  dreds of roleplaying game sup-
  plements by more creators than we can 
  count, that doesn’t mean there isn’t space 
  for even more treasures. After all, why 
  explore that dusty dungeon if there’s no 
  chance at discovering new and wonder-
  ful magic items?
  While I have created magical armors 
  before, this particular PDF offers up an-
  other twelve magic armors, each one 
  of which is intended as a unique item 
  in the campaign world. On each page, 
  in addition to the illustration and an 
  overview of the armor’s magical abilities, 
  I’ve also included a bit of background in-
  formation on the armor so that you may let 
  the PC know a bit about where the armor may 
  have come from. These backstories aren’t something 
  engraved on each suit of armor, though, and the play-
  er characters will need to seek out a sage or scholar to 
  help them learn more about their discovered armor.
  As you read through these armors, there will be mo-
  ments when you find a connection between an item 
  and another entry in the A Dozen . . . series. This is  
  intentional, and is 
  my way of trying to 
  give you tools to make 
  your campaign a layered world 
  with more interactions and connections 
  than the adventurers may first realize.
  As with other PDFs in this series, all of 
  the armors are presented as systemless 
  works without any specific game stats. 
  These are inspirational designs that are 
  here to help you, the GM, when you’re 
  planning out the next session or a new 
  adventure of your own design. Where 
  possible, I have described the armor 
  effects in terms of spells that are com-
  mon across many games, including 
  various editions of the world’s greatest 
  roleplaying game. It is my hope that this 
  common, shared language of RPG mechanics 
  will make it easy for you to adapt the items that 
  follow to any fantasy roleplaying game of your choice.
  If any of these items inspire you to create magical ar-
  mors of your own, please consider sharing your cre-
  ation as a comment in the Kickstarter project. Working 
  together, we can make everyone’s campaign just a little 
  better than it was before.
  a dozen magic armors
  by philip reed
  “Enchanted armor and shields offer improved protection  
  and sometimes an additional magical effect.”
  – Bill Slavicsek & Cristopher Perkins, Dungeon Survival Guide
  
  a dozen magic armors • page 2
  anatomy 
  of a suit 
  of armor
  using the armors
  1. A title, to help set the mood.
  2. A brief overview and introduction, to set 
  the scene/mood.
  3. Information on the armor, which includes 
  information on any powers the armor may 
  possess as well as a little info on the history 
  of the item.
   
  4. Every suit of armor includes an illustration 
  to help spark your imagination and give 
  you something to show the players: “You 
  have found this.”
  As treasure items, you may simply drop one or two of 
  these into the next hoard that the party discovers when 
  exploring a dungeon or other location. If used in this 
  way, you may want to single out the suit of armor – 
  perhaps by saying it looks unusual – so that the group 
  gives it a little more attention than the latest +1 sword. 
  Of course, every magic item should be special in some 
  way, so it may require as little effort as stating “the item 
  glows faintly in the dark of the dungeon” to alert the 
  party that the item is in some way special.
  Loot. If used as loot, the armor is intended to be ex-
  changed for gold just as soon as the party finds a willing 
  buyer. Loot items should often be small and light, mak-
  ing it easy for the party to transport them back to town. 
  Adventure. A suit of armor  that is used to spark an ad-
  venture is one that has an owner and a past. When you 
  use a magic item as an adventure hook, it works best if 
  you have some setup before the party finds the item. 
  Curse. The worst treasure of all, cursed items look like a 
  reward and are in fact a punishment. Be careful not to 
  drop too many cursed items into your campaign. You 
  want the party to desire treasure, not run from it.
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  a dozen magic armors • page 3
  poison plate
  See A Dozen Magic Helmets, p. 3.
  The arcane assassin Drasko Pavlovic forged this armor centuries ago and gave it, as 
  well as a matching helmet, to one of his companions, a fighter who specialized in 
  poisons. When the fighter died in the dungeons beneath Castle Hell’s Heart, the armor 
  and helmet were separated and the two items have not been together since his death.
  This powerful plate armor glows a bright green whenev-
  er it is within a few feet of the matching helmet. The glow 
  shines intensely – though not strong enough to blind 
  someone – for as long as the two remain near each oth-
  er, meaning that one who prefers to 
  operate in the shadows 
  of the world would 
  never 
  wish 
  to 
  wear both items.
  While the helmet 
  only shows its 
  true power when 
  worn with the ar-
  mor, the armor is 
  a valuable item 
  all on its own. When worn alone, the 
  armor serves as a suit of +2 plate 
  and allows the wearer to unleash a 
  poisonous spray once each day. The 
  blast is a 40-foot cone that is similar 
  to the poisonous breath of a green 
  dragon; it is said that Pavlovic used 
  the heart of a green dragon when 
  forging the armor and that the 
  dragon’s power courses through 
  the suit. The attack inflicts 11d6 
  of damage to all characters and 
  creatures within the affected area (a successful Constitu-
  tion save reduces the damage to one-half, round down). 
  When the helmet and armor are worn together, the suit 
  – in addition to the powers of the helmet – also gives the 
  wearer the power to slow the effects of poison by sim-
  ply touching the poisoned character or creature. Once 
  touched, the time that the poison requires to injure/kill 
  its victim is doubled, buying the target more time to get 
  to safety before the poison gets particularly nasty.
  On Display
  These days, the suit of armor is used as a decorative item 
  in the home of Hakan Tevfik, a wealthy book dealer who 
  was attracted to the shiny, bright green armor and 
  thought that it would make for a 
  pleasant centerpiece in 
  his personal study 
  at 
  home. The 
  man has never 
  tried 
  to 
  wear 
  the armor and 
  has no interest 
  in selling it; he is 
  happy with how 
  it looks in his 
  home and is content to let it remain 
  there.
  Perhaps the party overhears thieves 
  in a tavern discussing a plan to 
  raid the home of Tevfik. The pair of 
  robbers have learned that the book 
  dealer keeps several valuable items 
  in his home and that, this night, the 
  man is out of town. The discussion 
  may catch the attention of the PCs 
  if they have been known to steal 
  the occasional item from time to 
  time, or if one of them hears mention that a magical suit 
  of armor is one item that the thieves intend to steal from 
  the home.
  How the party handles the situation will drive the 
  adventure. Do they help the thieves, or do they take 
  other action? Lawful, good-aligned PCs will no doubt 
  try and stop the thieves; if they then report the event to 
  Hakan Tevfik when the man returns, he invites them to 
  his home for drinks and a small reward.
  
  a dozen magic armors • page 4
  dungeoneer’s armor
  See A Dozen Magic Helmets, p. 4.
  This spiked armor, its magical properties making it far lighter than traditional plate 
  armor, was created only a few years ago when the fighter Carles Criville enlisted the 
  dwarven crafter Dreas Embermaul to custom build this armor and a matching hel-
  met. Unfortunately for Criville, the magical defenses were no match for the troll that 
  claimed his life.
  When Dreas Embermaul (see Fantasy City Sites and 
  Scenes II, pp. 22-23) chose to take on the commission, 
  he immediately set his team to work crafting a suit of 
  armor and matching helmet that met Criville’s needs: 
  the armor had to improve the wearer’s 
  stamina, provide excellent 
  defense against any 
  attack, and allow 
  the wearer the 
  ability to sleep 
  in 
  the 
  armor 
  without causing 
  discomfort 
  or 
  harming 
  the 
  quality of the 
  wearer’s rest. Not 
  surprisingly, Embermaul and his 
  crew met every need . . . and more.
  Unlike many magic armors, the 
  Dungeoneer’s Armor does not 
  adjust its size to fit the wearer; 
  when 
  this 
  suit 
  was 
  created, 
  Embermaul and his workers did 
  everything within their power to 
  conform the armor (and helmet) to fit 
  Carles Criville exactly, which has made both 
  items far less desireable and is the reason that 
  his companions sold off the gear following the man’s 
  death.
  Armor Alone
  When worn on its own, the Dungeoneer’s Armor fulfills 
  the requests that Criville made when he paid for the 
  suit’s creation. The armor boost’s the wearer’s marching 
  range by 25%, provides a +3 bonus to defense, and 
  sleeping in the suit actually helps the wearer to rest 
  more than if sleeping without the suit; the armor 
  provides a full night’s sleep after only four hours.
  Armor and Helmet
  On its own, the helmet provides a +1 bonus to defense. 
  If worn together, the helmet grants the wearer a magi-
  cal sight ability; when within 50-feet of any magic items, 
  the wearer can see a faint glow around 
  those objects. This is useful 
  for treasure hunters 
  who may not 
  have the time 
  to cast a de-
  tect magic spell 
  when on the run. 
  Additionally, the 
  two items worn 
  together 
  grant 
  a character the power of darkvision 
  out to a range of 100-feet. This is val-
  ued by those who spend much of 
  their time exploring dungeons.
  A Reward
  Though it has been a few years since 
  Criville’s death and the two items 
  have been separated since that time, 
  Embermaul has issued word that he would 
  like to purchase both the armor and helmet 
  if they can be located. The dwarven crafter has 
  realized that there is something special about the way 
  in which the items were created, and he wishes to study 
  them both to see what he may learn from them.
  If the PCs hear of the reward, they’ll no doubt go in 
  search of Criville’s companions to try and get an idea of 
  where the armor and helmet may have been last seen. 
  Fortunately, the elf Thaola Araqen, a friend of Criville’s 
  who was there when Criville’s equipment was sold, it 
  staying at an inn in the city. She’s happy to meet and chat, 
  so long as the PCs buy her a meal and several drinks.
  
  a dozen magic armors • page 5
  midnight defense
  See A Dozen Magic Helmets, p. 5.
  Created by the deep dwarves of the evil empire known as Cavefall, the Midnight De-
  fense plate armor is a magical suit that grants its wearer the ability to move through 
  darkness, teleporting from any patch of shadows to another shadow so long as it can 
  be seen. The armor is part of a set that includes a magical helmet, and the two items 
  are more powerful together than they are apart.
  Worn by the drow warrior Tymith 
  Ishra – who traded training and 
  other work for the custom-craft-
  ed armor (and a matching 
  helmet) – this suit was lost 
  in the battle of Deephaven 
  when the dwarven warriors of 
  Cavefall raided the the kind, 
  friendly drow city. Ishra, an 
  outcast from Deephaven, was 
  a skilled warrior who taught the 
  evil dwarves drow secrets – mostly 
  little-known passages and entrances 
  into Deephaven, as well as offensive tricks that could slip 
  past the drow defensive training – and he never forgave 
  his people for forcing him to flee the city.
  The Midnight Defense plate armor provides a +2 mag-
  ical bonus to resist attacks. The suit, crafted specifcially 
  for Ishra, also uses magical teleportation power to allow 
  the wearer to leap from shadow to shadow; so long as 
  the wearer can see another patch of dark shad-
  ows within 30-feet of 
  their position – 
  when already in 
  the shadows – the 
  character 
  may 
  teleport 
  from 
  one shadow to 
  the next. This re-
  quires an attack 
  action and is in-
  stantaneous.
  When the helm 
  is worn with 
  the armor, the 
  wearer may also move silently, making not a sound as 
  arcane buffers mask the sounds of movement from any 
  who may be within normal hearing range.
  Destroyed in Battle
  When Ishra died at the battle of Deephaven, his 
  dwarven allies saw the warrior enveloped is a swarm of 
  fireballs that knocked the drow from a bridge and into 
  the depths of the underworld. The explosion of flame 
  was so great that the dwarves assumed the armor was 
  forever vaporized along with their ally.
  In fact, the armor protected Ishra from the blast and 
  fall; the drow lived for several hours after the fall and 
  he died cursing both his enemies and supposed friends.
  Copyright © Dean Spencer
  
  a dozen magic armors • page 6
  protective spellshell
  See A Dozen Magic Helmets, p. 6 and A Dozen Magic Helmets, p. 6.
  This spectacular, glowing armor 
  was crafted one-thousand years 
  ago and is part of a powerful set 
  that includes a magic helmet 
  and shield. The items are pow-
  erful on their own, but together 
  they grant the wearer incredible 
  and terrifying abilities.
  The spellshell armor glows a faint, ghostly blue at all 
  times, making it difficult for the wearer to sneak about 
  unseen. The armor’s glow intensifies if the wearer also 
  possesses the helmet and/or matching shield; wear-
  ing any two of the set makes both items glow twice as 
  brightly as any one on its own, and wearing all three 
  makes the set glow bright enough to illuminate the 
  area 10-ft around the wearer.
  A suit of this armor was once worn by the paladin Milo-
  van Jocic who is said to have died when exploring the 
  ruins beneath Fort Skeltenak. That suit has not been 
  seen since the man’s death at the hands of giant ratmen. 
  The armor’s exact abilities depends entirely on whether 
  or not other pieces of the set are also worn.
  Armor Alone
  On its own, the spellshell acts as +3 plate armor and 
  may be worn by any warrior or fighter who may 
  normally wear heavy armors. When worn, the wearer is 
  enveloped in a magical field that reduces the damage 
  of all incoming arcane spells by 20% (round down).
  Armor and Helmet
  When worn together, the helmet grants the wearer 
  the darkvision ability (30-ft) and the armor’s ability 
  to reduce the damage of incoming arcane spells is 
  inreased to 25% (round down). Additionally, the two 
  worn together grant the wearer to increase the damage 
  of any one melee attack by +3d6 damage once each 
  day. This magically-charged attack reduces the armor’s 
  protective bonus to +1 until 24-hours have passed.
  Armor and Shield
  If the shield and armor are worn together, the wearer 
  may – once each day – project a magical force field 
  that blocks all incoming damage for five rounds. The 
  force field extends outward from the wearer 10-ft in 
  all directions and protects the wearer and any others 
  within the field’s area of effect.
  Armor, Helmet, and Shield
  One wearing all three of the items gains all of the above 
  abilities as well as the power of healing. Once each day, 
  as an action, the wearer of the magical set may touch 
  anyone and heal 1d8 points of damage. The healing 
  power may only be used on others, and not on the 
  wearer of the magical set.
  
  a dozen magic armors • page 7
  armor of  
  dwarven stoicism
  See A Dozen Magic Helmets, p. 7 and A Dozen Magic Shields, p. 7.
  First crafted for the dwarven warrioress, Motralsia Orcbreaker, this ornate, stunning 
  magic armor grants its wearer increased stamina while also slowly healing the wear-
  er and protecting against physical attacks. The armor is weakened when separated 
  from the bonded helmet and shield.
  As thick and 
  stocky as the 
  hardiest of the 
  dwarves, this 
  suit of armor 
  does far more 
  than just pro-
  tect its wearer 
  in battle. 
  Crafted by dwarven clerics and 
  wizards, the Armor of Dwarven 
  Stoicism blurs the lines between 
  battle-ready gear and healing 
  magics, granting the wearer a +2 
  bonus to defense as well as – once 
  per day, at the will of the wear-
  er – instantly healing 4d6 points 
  of damage. The healing property 
  of the armor only works once per 
  day regardless of the wearer; no, heroes, you cannot ex-
  change the suit of armor during the day to heal more 
  than one of you each day.
  In addition to the armor’s healing ability, it also reduc-
  es the strain and stress of extended action. Someone 
  wearing this magical suit of armor may march for great-
  er distances before suffering from exhaustion; increase 
  the character’s usual marching distance by 25%. The 
  gamemaster may, of course, assign other powers relat-
  ed to the armor’s impact on the effects of exhaustion as 
  specified by your chosen game system.
  In addition to the above abilities, the Armor of Dwarven 
  Stoicism also grants other powers if the wearer has the 
  matching helmet and/or shield.
  Armor  
  and Helmet
  If worn with the 
  matching helm, 
  the bonus to 
  defense is +3 
  and the number 
  of points healed 
  each day jumps 
  by an additional 1d6 points.
  Armor  and Shield
  Using these two powerful magic 
  items 
  together 
  increases 
  the 
  shield’s magical bonus to defense 
  by +1 (for a total of +2) and the 
  wearer may heal an ally – once per 
  day – by touch. This requires a full 
  action and heals 2d4+1 points.
  Armor, Helmet, and Shield
  One wearing all three of the items gains all of the above 
  abilities and may heal an ally a second time every day. 
  The ability to heal others is restricted; the wearer may 
  only heal others with this power and cannot use the 
  healing power on themselves.
  This armor, just like the matching helmet and shield, 
  is a unique item and was last seen several years ago in 
  the hoard of the dragon Zazzurri (see A Dozen Ancient 
  Dragons, p. 4). It is unknown whether or not the armor 
  is still in the dragon’s hoard, but perhaps the heroes are 
  made aware of the armor – and the dragon! – when a 
  dwarven noble approaches them at the tavern and 
  offers a reward if they can find and bring the suit to him. 
  He will pay a lot to own this powerful suit of armor.
  
  a dozen magic armors • page 8
  agile plate armor
  See A Dozen Magic Helmets, p. 8.
  This magical plate armor was created decades ago for Ianbalar Yalathanil, the elven 
  thief best known for stealing the Eye of Rage from Castle Hellscar. The armor grants 
  the wearer protection equal to the finest of platemail without the associated restric-
  tion to movement and dexterity. The armor went missing last year when Ianbalar 
  vanished when he returned to Hellscar and encountered the Dinosaur Clan.
  While most plate armors are bulky and far from useful 
  to thieves and others who rely on stealth and agility to 
  survive, this suit of armor is the complete opposite and 
  is slender, light, and no more restrictive than leather 
  armor. Ianbalar considered the +3 magical bonus to 
  defense to more than make up for what little freedom 
  of movement he did lose when wearing the suit.
  In addition to being lightweight, the armor is also 
  quicker to put on and remove than most plate armors. 
  (Treat it as leather or padded armor when you must 
  calculate the amount of time the wearer needs to 
  change into/out of the suit of armor.)
  The armor’s bonus to defense increases to +4 when 
  the matching helmet is also worn; a character wearing 
  both items at once gains no other benefit. (See A Dozen 
  Magic Helmets, p. 8, for more information on the helmet 
  as well as the Dinosaur Clan.)
  Castle Hellscar
  Mostly ruins, with a few of the towers still stand-
  ing, Castle Hellscar was once the home to a 
  band of thieves and murderers who claimed 
  the ruins after the previous occupants – ogres 
  and goblins who followed the half-troll King 
  Magohazk – were killed by an opposing force 
  of humans from a nearby city. King Magohazk had ruled 
  the castle for several years before he was killed (and his 
  followers forced to flee) after the half-troll took it by kill-
  ing the original owner, a human wizard who built the 
  castle as a home for himself and his many golems. 
  These days, under the control of the Dinosaur Clan, the 
  castle is still in ruins, but the orcs of the clan do a bet-
  ter job of patrolling the grounds and they have killed 
  many of the monsters that moved into the castle ru-
  ins over the years. The orcs are kind and gentle when 
  approached with respect and caution, but they can be 
  deadly to any who try and enter their lands without 
  permission or to any who try to harm the orcs and their 
  domesticated dinosaurs.
  Beneath the ruins of the castle sit the dungeons that 
  existed before the wizard first constructed the castle. 
  The orcs of the Dinosaur Clan hesitate to enter the dun-
  geons, instead posting guards at the known entrances 
  so that they can keep whatever monsters are still below 
  ground in the dungeons and away from the orcs’ peo-
  ple, gardens, and homes. 
  The orcs sometimes allow adventurers to enter the dun-
  geons, but they tell those same heroes not to expect 
  help if things go wrong underground.
  
  a dozen magic armors • page 9
  lord’s protective shell
  See A Dozen Magic Helmets, p. 9.
  Constructed centuries ago for 
  a powerful nobleman, the 
  Lord’s Protective Shell is a 
  light, attractive suit of armor 
  that glows a faint red when 
  it is within several hundred 
  feet of terrible, evil creatures. An 
  emerald embedded in the chest of 
  the armor flashes a bright, shining green 
  whenever the armor is struck by a weap-
  on. If the wearer also has the matching 
  helmet, the helmet’s emerald also flashes 
  whenever the armor is struck.
  This magical armor may be too powerful for some 
  campaigns. Please remember that, as the gamemaster, 
  you may always change the listed features of any of 
  these suits of armor to make them better fit the needs 
  of your personal campaign.
  The Lord’s Protective Shell grants a +2 magical bonus to 
  defense against attacks, as well as reduces the damage 
  of any successful physical attack by 25% (round down). 
  Each time that a physical attack strikes the armor, the 
  emerald flashes and the wearer should take a token. 
  (Tokens may be anything: coins, buttons, glass beads, 
  just something to make tracking easier.)  The armor’s 
  wearer may, when making an attack with a weapon, 
  expend up to five accumulated tokens to increase the 
  attack’s damage by an amount equal to the number 
  of spent tokens. If the armor ever reaches twenty 
  accumulated tokens, the stored energy is released in an 
  arcane blast that deals 2d6 points of damage to anyone 
  within 10-feet . . . including the wearer! This damage 
  may only be reduced/avoided by magical powers or 
  items; the wearer cannot reduce this damage no matter 
  what spells, powers, or items they may possess.
  Armor and Helmet
  If wearing both the armor and matching helmet (see A 
  Dozen Magic Helmets, p. 9), the armor’s explosive fea-
  ture doesn’t kick in until a total of thirty tokens are ac-
  cumulated. Wearing the two items together grants no 
  other special benefit to the character.
  Lost Long Ago
  It has now been seven centuries since the Lord’s Pro-
  tective Shell was last seen. The armor – as well as the 
  helmet – were worn by the warrior Balach Sulemani 
  who was last seen entering the Dungeon of Spells, a 
  distant underground complex that was once the home 
  to a trio of powerful wizards. The three wizards – broth-
  ers – used their powers to transport the dungeon from 
  another plane of existence, swapping the stone, earth, 
  and materials of this world with the already-complete 
  dungeon from the other world.
  In the magical swap, the dungeon brought with it pla-
  nar creatures not of this world. There are some who say 
  that monsters such as the slimes, giant insects, and ele-
  mentals that now plague this world were brought here 
  when the dungeon arrived on this world. Whether or 
  not that is true, the Dungeon of Spells is a terrible, dan-
  gerous place . . . and it is likely that the Lord’s Protective 
  Shell and helmet are somewhere in that dungeon, wait-
  ing to be discovered.
  
  a dozen magic armors • page 10
  armor of the  
  mighty necromancer
  See A Dozen Magic Helmets, p. 10.
  Nil Borya Ivanovich, necromancer and agent of evil, wore this armor for the final years 
  of his life before he was killed in the town of Glenhearth by a party of good-aligned 
  adventurers. The armor, constructed of the finest of materials and infused with the 
  unholy power of necromancy, granted Ivanovich both defense against physical at-
  tacks as well as amplifying his spellcasting abilities.
  The Armor of the Mighty Necromancer is a spe-
  cial suit of plate that has been enchanted so that 
  it may be worn by arcane spellcasters. Necro-
  mantic energy flows through the suit, making 
  it impossible for those of a good alignment to 
  wear the suit; any good characters trying on 
  the armor will suffer 3 points of damage for 
  every round that the armor is worn.
  The armor grants a +2 bonus to defense 
  and, when worn by a necromancer, boosts 
  the caster’s experience level by one; if your 
  chosen system uses character levels, the wearer’s “level” 
  for determining spells per day is counted as one higher 
  than the actual level. If your game 
  system does not use levels, 
  then the GM will need to 
  determine how this power 
  works in your game.
  Armor and Helmet
  If worn with the match-
  ing helmet, the mag-
  ical bonus to defense 
  increases to a total of +3. 
  Additionally, wearing the 
  two together inceases the 
  caster’s effective level by a 
  total of two (the character 
  is treated as if they were 
  two levels higher than 
  they actually are when 
  determining the caster’s 
  spells per day.
  One with the Undead
  When the armor is worn, undead monsters treat the 
  character as if they were also an undead character or 
  creature. The wearer will be completely ignored unless 
  the wearer attacks or takes action against the monsters, 
  at which point the ability vanishes and does not return 
  for several hours.
  Finding the Armor
  The suit is being worn by a skeletal warrior in a nearby 
  dungeon. Fortunately, the skeleton is not a spellcaster.
  Copyright © Dean Spencer
  
  a dozen magic armors • page 11
  dragonhoard defense
  See A Dozen Magic Helmets, p. 11.
  When commoners and villager speak of the fighter Heero Awedan, they mostly tell of 
  the time that he defeated the Zombie King’s army of evil undead, the most violent and 
  exciting story of Awedan’s many exploits. When adventurers gather and Awedan’s 
  name comes up, though, it is the fabeled Dragonhoard armor and helmet that gen-
  erates the most chatter. Are the stories true and, if so, just where are these powerful 
  magic items hiding these days?
  Infused with the power of a dragon’s treasure hoard – 
  including the gems, jewels, coins, and even a handful 
  of magic items – the Dragonhoard Defense plate armor 
  is a one-of-a-kind suit of magic armor that has been 
  missing for many years. The armor was created after the 
  warrior Heero Awedan defeated an ancient dragon and 
  claimed the beast’s treasure. Awedan made a deal with 
  Abjurakhan, a dragonfolk sorcerer best known for his 
  skill with potions (see The Book of Unusual Potions, 
  pp.. 14-15) to have the hoard crushed, melted, and 
  forged into a suit of magical armor and a helmet that 
  Awedan would then use in his adventures.
  It took Abjurakhan and his hired 
  assistants over a year to craft the 
  armor and helmet and, ultimately, 
  the matching items proved far more 
  powerful than the dragonfolk sorcerer 
  had expected.
  The Dragonhoard Defense armor grants the 
  wearer a +5 magical bonus to defense and 
  weighs no more than fine, masterwork chain-
  mail. The armor also provides the wearer with a 25% 
  chance to reduce the damage of any dragon’s breath 
  weapon by one-half (round down). This increases to a 
  30% chance to reduce the damage if the armor and hel-
  met are worn together.
  Additionally, the armor may – once per day – transform 
  any one arcane spell attack that successfully strikes the 
  wearer into a healing blast. At will, and as a free action, 
  the wearer may convert the damage of an arcane spell 
  into restored hit points at a rate of 3 damage healing a 
  single hit point of damage. This healing may not, how-
  ever, cause the character’s current number of hit points 
  to exceed their natural maximum.
  Claimed by a Dragon
  When Awedan died, some of the more ruthless dragons 
  in the realm sent out their minions to locate and retrieve 
  the armor and helmet. The armor now rests in the hoard 
  of an elderly red dragon and the beast considers it to be 
  her most-prized possession. 
  
  a dozen magic armors • page 12
  the starmage’s arcane 
  armor of stars
  See A Dozen Magic Helmets, p. 12.
  The creator of this magical armor – as 
  well as a matching helmet – was the 
  enigmatic caster known only as the 
  “Starmage,” a human wizard who 
  lived centuries ago and claimed 
  to learn all of his spells from the 
  stars. The armor and helmet 
  were last seen a hundred 
  years ago when they were in 
  the possession of Ivo Klapil, a trav-
  eling merchant who purchased both 
  items from a band of adventurers. Klapil was 
  attacked by goblins shortly after buying the ar-
  mor and helmet, and none know what happened 
  to the man, his employees, or his merchandise.
  The Starmage (mentioned in Delayed Blast Gamemaster 
  #1 and #2), was a powerful arcane spellcaster who 
  focused on star energy and cosmic-focused magicks. 
  The man created this magical armor, as well as a 
  matching helmet, for his bodyguard, Heralak Tammand, 
  who died defending the Starmage during a battle in the 
  Forest of Meteors. The Starmage tried to save his friend, 
  but his arcane powers were not strong enough to bring 
  the bodyguard back from the dead.
  The items traded hands many times after Tammand’s 
  death, with sages recording various names as having 
  owned the armor and helmet until the chain comes to 
  an end with the death (as already mentioned) of Ivo 
  Klapil. While the scholars, sages, and treasure hunters of 
  the land may not know what happened to the items, 
  the gamemaster certainly knows the truth: the two 
  magic items were claimed by the goblins, and one of 
  them wore the armor and helmet . . . at least, wore them 
  until an ogre was angry enough to rip the goblin’s limbs 
  off and toss the remains into a deep pit. To this day, that 
  pit – in the lower level of a dungeon – holds the goblin’s 
  corpse as well as these two magic items.
  Magical Enhancements
  The armor grants the wearer a +2 bonus to resist any 
  attack as well as 20% resistance to arcane spells. Addi-
  tionally, once per day, the wearer may cast a blinding 
  light that stuns any who fail to avert their eyes. The 
  light radiates out from the armor in a stunning display 
  of starlight that lasts for a full turn. Projecting this light 
  requires an attack action.
  If worn with the matching helmet, the armor’s owner 
  may also cast a ray of starlight that inflicts 3d6 damage. 
  No attack roll is necessary – the strike is automatic – and 
  the ray may reach any target within 200-feet that the 
  armor’s owner can see clearly. Firing the ray of starlight 
  requires an attack action and the power may be used 
  only once before it must be recharged (the armor must 
  sit beneath the stars for six hours to recharge the suit).
  
  a dozen magic armors • page 13
  the regal suit of 
  arcane defense
  See A Dozen Magic Helmets, p. 13.
  This 
  elaborately-decorated 
  suit of plate armor gleams 
  in almost any lighting 
  conditions, the suit’s 
  magical aura releas-
  ing a faint glow that 
  makes it shimmer in 
  even the darkest of night. 
  The armor is shockingly light, 
  weighing far less than anyone 
  would expect.
  Created by the elven wizard Musima Olivarch, this poweful plate armor was 
  worn by the wizard’s bodyguard, a towering human warrioress named Verle 
  Harmelink who was by his side almost constantly until her death. The two 
  worked together for close to a decade, and it was while exploring the Moan-
  ing Tower of Ebenezer that Verle lost her life holding back several skeletons 
  so that Musima could make his escape. The man mourned her death – they 
  were close – and, once he managed to return to her birthplace, he helped 
  her parents and thanked them for raising such a loyal, kind protector.
  The armor provides a +3 magical bonus to defense and is as light as the 
  finest of leather armors. The armor is so light, in fact, that it could be worn 
  by thieves and assassins without interferring with their skills; of course, the 
  armor’s constant glow could cause such characters difficulty when they 
  attempted to blend into a crowd or the shadows.
  In addition to the bonus to defense, the armor also reduces the damage of 
  any arcane spell targeting the wearer by 2d6% (round down). This reduc-
  tion is random and changes every time that the armor is struck by a spell. 
  Armor and Helmet
  When worn together, the armor’s protection against arcane spell attacks increases 
  to 4d6% (round down). 
  Still in the Tower
  To this day, the armor has yet to be recovered from the tower. There are rumors that the helmet was found and 
  sold to a merchant, though few believe the rumor to be true. Before his death, Musima would speak often of Verle’s 
  heroic sacrifice at the tower, and it is possible the PCs will hear of the adventure . . . and of the magic armor that 
  reportedly sits in the tower to this day.
  
  a dozen magic armors • page 14
  armor of the arcanist
  See A Dozen Magic Shields, p. 14.
  Sorcerer by birth and wizard by training, the arcanist Akbar Jahangiri forged this ar-
  mor in the furnaces of Fort Dreadspell, a once-great fortress that guarded the trade 
  road between Hightown and Deepheaven. Jahangiri used the armor, as well as a 
  magic shield that he also crafted, for several years until his death during the Blood 
  Moon Feast. The items were lost in the chaos of the battle and have not been seen 
  since the man’s death so many years ago.
  The few writings that tell of the arcanist Akbar Jahangiri 
  speak of a man who cared only for the safety and 
  security of his friends and colleagues. According to 
  the texts and tales, Jahangiri always put the security of 
  others ahead of his own safety, which no doubt is what 
  helped lead to his death at the Blood Moon Feast. 
  This magic armor was designed to be worn by arcane 
  spellcasters, despite the fact that the majority of 
  wizards and sorcerers find it difficult to cast spells 
  when wearing armor of any sort. Arcane energy flows 
  through the metal armor. sometimes giving off blue 
  sparks and flashes of blinding light as the caster readies 
  a spell. (There is a 5% chance whenever the wearer of 
  the armor casts a spell that all within 20-ft of the caster 
  must make a successful Dexterity check to avert their 
  gaze; failure means that they are blinded for 1d3+1 
  rounds.
  In addition to acting as plate 
  armor with a +1 magical bonus 
  to resist attacks, the Armor of the 
  Arcanist enhances the wearer’s 
  spellcasting 
  ability. 
  Anyone 
  wearing the armor, whether or 
  not they are a caster, may cast 
  any two of the following spells 
  up to once each day: Detect Magic, Flaming Touch, 
  Lightning Bolt, or Shield. (GMs may, of course, modify 
  the list of available spells as they see fit.)
  The wearer also gains resistance against any divine or 
  arcane destructive spells that target the wearer. There is 
  a 2% chance that any such spells targeting the armor’s 
  wearer will fizzle and fail, falling harmlessly in a visible 
  cloud of arcane energy that does no damage.
  When Jahangiri died at the Blood Moon Feast, his body 
  was taken by raiders and his gear – both magical and 
  mundane, as well as his spellbook – was thought lost 
  forever. In actuality, the raiders sold the equipment to 
  various merchants they met while returning to their 
  homes. The armor and shield were separated and both 
  are now lost in treasure hoards somewhere in the world.
  Jahangiri’s name is engraved on the armor’s chest 
  plate, written in ancient elvish and is the trigger word 
  that activates the spellcasting powers of the suit. If 
  the adventurers find this armor, they will either need 
  to possess the ability to read ancient elvish or find 
  someone who does in order to gain the benefit of the 
  suit’s spellcasting power.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/A Dozen/A Dozen Magic Armors.pdf