Notes |
Rank 2 cleric
First level: command, cure light wounds,
light, resist cold, sanctuary
Second level: holdperson, know alignment,
resist fire, silence 15' radius, spiritual
hammer
Third level: cause blindness, prayer
+1 to +5: This shield has been reinforced through magical enchantment,
with each point of magic bonus granting a +5% bonus to Combat Style
when parrying. In addition, for every odd numbered magic bonus, +1,
+3, and +5, increases the shield’s size by one category for the purposes of parrying damage: Large to Huge, Huge to Enormous, and Enormous
to Colossal. Magic shields increased beyond Colossal may parry any
amount of damage. This shield possesses +5 Armour Points and +2
Hit Points per magic bonus for a shield of its type.
+1 to +5: This weapon has been enchanted to do more damage. For each
+1 bonus, add an additional +1 point of damage when a hit is achieved. Also,
weapons with a +3 or +4 bonus increase the weapon’s size by one category for the
purposes of bypassing defences, weapons with a +5 bonus or greater increase size
two categories. Size categories go from Large to Huge, Huge to Enormous, and
Enormous to Colossal. Magic weapons possess +5 Armour Points and +2 Hit
Points per magic bonus for a weapon of its type.
Chain Armor +2: +1 to +4: This armour has been enchanted to offer greater protection,
with each +1 bonus adding an additional +1 to the total Armour Points
of the armour. In addition, each point adds +5% to the following Resistance Rolls; Endurance, Willpower, and Evade. Finally, magic armour
has its final Initiative Penalty reduced by the armour’s magic bonus. In
the case of a character wearing piecemeal armour with differing bonuses,
only the lowest applies. For example, a character wearing a suit of +2
plate mail and a +4 helm (normal Initiative Penalty of 9) will have
their Initiative Penalty reduced by 2, the bonus of the plate mail, giving
the wearer a Initiative Penalty of 7. +5 armour is detailed in the ClassiC Fantasy Unearthed Companion. |