Price: +2 bonus
Property: Armor or shield
Caster Level: 15th
Aura: Strong; (DC 22) abjuration
Activation: —
This property grants the armor’s wearer spell resistance 13 while the armor is worn.
Prerequisites: Craft Magic Arms and Armor, spell resistance.
Cost to Create: Varies.
Source: Dungeon Master’s Guide, page 219. It has been broken into separate properties with the SR 15, 17, and 19 ones classified as synergy properties.
Price: +1 bonus
Property: Armor or shield
Caster Level: 15th
Aura: Strong; (DC 22) abjuration
Activation: —
This property grants the armor’s wearer spell resistance 15 while the armor is worn.
Prerequisites: Craft Magic Arms and Armor, spell resistance.
Cost to Create: Varies.
Source: Dungeon Master’s Guide, page 219. It has been broken into separate properties with the SR 15, 17, and 19 ones classified as synergy properties.
Price: +1 bonus
Property: Armor or shield
Caster Level: 15th
Aura: Strong; (DC 22) abjuration
Activation: —
This property grants the armor’s wearer spell resistance 17 while the armor is worn.
Prerequisites: Craft Magic Arms and Armor, spell resistance.
Cost to Create: Varies.
Source: Dungeon Master’s Guide, page 219. It has been broken into separate properties with the SR 15, 17, and 19 ones classified as synergy properties.
Price: +1 bonus
Property: Armor or shield
Caster Level: 15th
Aura: Strong; (DC 22) abjuration
Activation: —
This property grants the armor’s wearer spell resistance 19 while the armor is worn.
Prerequisites: Craft Magic Arms and Armor, spell resistance.
Cost to Create: Varies.
Source: Dungeon Master’s Guide, page 219. It has been broken into separate properties with the SR 15, 17, and 19 ones classified as synergy properties.
Price: +5 bonus
Property: Armor
Caster Level: 15th
Aura: Strong; (DC 22) abjuration and evocation
Activation: — and immediate (mental); see text
Synergy Prerequisite: Spell Resistance (13) or better
This armor features the familiar symbols of warding that decorate spell resistance armor. These particular runes, however, also seem to indicate a redirection of power—almost as if the armor could channel or direct magical energy in some way.
Spell trapping armor (or a spell trapping shield) is slightly tacky to the touch, almost as if a fine paste covered its surface. Touching it leaves no residue on the fingers, but no amount of cleaning removes the film. In fact, because of its slightly sticky quality, spell trapping armor is difficult to clean at all.
The spell trapping property increases the armor’s spell resistance by 2. Thus, armor with spell resistance 15 now grants the wearer spell resistance 17. In addition, when a spell of 5th level or lower that targets the wearer fails to overcome the armor’s spell resistance, the wearer can make an immediate action to trap it within the armor. This ability is usable only once per day, regardless of the level of spell trapped.
The armor can hold one spell of up to 5th level at a time; the wearer can dismiss a stored spell as a standard action to make room for another one. The stored spell is preserved as originally cast in every way, and the wearer can release it at any time.
Since the wearer cannot voluntarily fail a check to overcome spell resistance, attempts to store a spell by casting it directly into the armor are risky at best.
The increase in spell resistance provided by the spell trapping property is constantly active. Trapping a spell that fails to overcome the armor’s spell resistance, however, requires an immediate action on the wearer’s part. Releasing a stored spell is a standard action that provokes attacks of opportunity.
The wearer cannot activate the spell trapping property if a spell fails to overcome spell resistance he has from another source, such as race or some other item.
Prerequisites: Craft Magic Arms and Armor, spell resistance, imbue with spell ability.
Cost to Create: Varies.
Source: Dungeon Master’s Guide II, page 252. Descriptive text rearraged and truncated for clarity.