Magic armour have an enhancement bonus of +1 or more. The armour gains +1 hardness and grants a +1 enhancement bonus to defence and to damage reduction. All magic armour is also masterwork armour, and thus gives a masterwork enhancement bonus that reduces the armour check penalty by 1.
Armour come in two basic categories: body armour and shields. The defence bonus of body armour stacks with the defence bonus of shields, and vice versa.
Creating magic armour requires an enhance object spell.
| Magic Armour |
Purchase DC
|
Raw Materials DC
|
Magic Power
|
Half Magic Power
|
| +1 armour |
object + 13
|
object + 11
|
1
|
1
|
| +2 armour |
object + 19
|
object + 17
|
5
|
3
|
| +3 armour |
object + 25
|
object + 23
|
9
|
5
|
| +4 armour |
object + 31
|
object + 29
|
13
|
7
|
| +5 armour |
object + 37
|
object + 35
|
17
|
9
|
In addition to an enhancement bonus, armour may have special abilities. This requires a second spell, which will increase the Purchase DC of the armour by at least +1.
Glamered Chain Shirt: This +3 chain shirt has the shape and form of a normal set of clothing. The armor retains all its properties (including weight) when glamered. A creature that touches or interacts with the chain shirt gets a Will save to recognize its appearance as an illusion.
Moderate Transmutation & Faint Illusion; Create Constant Item, enhance object (9 power), disguise (1 power); Purchase DC 52 (masterwork chain shirt +26, strongest spell +22, continuous effect +3, second spell +1), raw materials DC 50, XP Cost 2350 (2250 for strongest spell raw materials + 50 for second spell raw materials + 50 for 2 permanent spells).