Armor with this property is engraved with symbols and runes representing negation or escape. It looks like the crafter designed it specifically to aid the wearer in escaping snares of some sort. When the property activates, these runes and glyphs flash with a dull, white light.
Dwarf smiths create most of the armor with this property, but they prefer not to advertise its exact power to creatures that use enchantment attacks. Thus, they tend to leave the symbols of negation that decorate the armor’s surface somewhat vague.
If the wearer fails a saving throw against an enchantment spell or effect, she can attempt a second save 1 round later at the same DC. If the wearer fails the second save, the armor grants no further retries. This property has no effect on a creature that already possesses the slippery mind class ability.
Prerequisites: Craft Magic Arms and Armor, mind blank.
Cost to Create: 22,500 gp, 1,800 XP, 45 days.
Source: Dungeon Master’s Guide II, page 252.
Price: +45,000 gp
Property: Armor
Caster Level: 15th
Aura: Strong; (DC 22) abjuration
Activation: Standard (command)
Armor with this ability features several decorative studs that radiate outward from the surface. Runes of escape surround each stud, as if the armor’s power might also affect creatures around the wearer. When the slippery aura is active, these studs seem to twinkle softly, and the runes rotate slowly around the base of each one.
When the slippery aura is activated, each ally within a 10-foot-radius gains the slippery mind property that slippery mind armor normally provides only to the wearer. Thus, any ally within the area who fails a saving throw against an enchantment spell or effect can attempt a second save 1 round later at the same DC. If he fails the second save, the armor grants no further retries. This special ability has no effect on an ally who already possesses the slippery mind class ability.
The ability is usable once per day. The effect lasts for 10 minutes, or until the wearer dismisses it (though doing so wastes any unused duration). Once the effect ends, it is not available again for 24 hours.
Prerequisites: Craft Magic Arms and Armor, mind blank.
Cost to Create: 22,500 gp, 1,800 XP, 45 days.
Source: Dungeon Master’s Guide II, page 252.