Quirks of Magical Armor (Enchantment)

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The AD&D game has one of the largest compilations of magical items in the fantasy gaming industry.
The following tables have been created to add some spice and variety to existing magical items in the AD&D game worlds. A table of nonstandard magical item abilities is offered for each major type of magical item in the AD&D game. The rationale for such quirks is simple.
Most items are created normally, and they function exactly as a standard item of the same type in the DMG. However, sometimes there is a slight mishap in the creation of the device: the steps are not followed in the proper order, the astrological signs do not bode well, the item's creator is disturbed to begin with, the instructions are incomplete, or something just plain goes wrong. Any of these results may cause a magical item to behave differently from others just like it.
Not all quirks are bad, however. Some are detrimental to the item or its user, some are neutral, and some are even beneficial. The possibility of quirks existing (and the actual number of quirks) is determined by using the table below to find the exact quirks that a magical armor possesses.
 Quirks of Armor*
Roll 	Result
01-06 	Armor is incredibly shiny and reflects light of any kind; furthermore, any creature using a gaze attack within 10' of the armor has a 75% chance of seeing its own reflection.
07-11 	Armor is heavy; add 25% to its total weight and encumbrance.
12-16 	Armor is tight-fitting; if not oiled at least once every three days, the suit cramps the wearer's fighting skills. As a result, the wearer suffers a -I penalty on all reaction, attack, and damage rolls until the armor is oiled.
17-21 	Armor works normally but appears incredibly beaten and battered. No amount of repair can change its appearance. (Status-conscious cavaliers and paladins do have reservations about wearing armor that does not look good.)
22-26 	Armor is silent; the wearer does not clank loudly if the armor is metal. Note that this does not mean that the wearer can move silently; the armor simply makes no noise.
27-32 	Armor glows with the light of a faerie fire spell. Only continual darkness can negate this radiation (and then for six turns plus one turn per level of the caster). If the armor is covered by clothing, the glow still shines through.
33-37 	Armor weighs 1/4 as much as normal armor of the same type.
38-43 	Armor lacks magical protective ability against 1d4 specific types of creatures.
44-48 	Armor is resistant to fire; it can never be burned or melted by normal or magical fire.
49-53 	Armor has an “Achilles' heel”; every time the wearer is hit, there is a 5% chance that the “heel” is hit and double damage is done to the wearer.
54-59 	Armor does not magically expand or contract to fit any size wearer. Roll 1d6+3 to determine height of the humanoid figure that can use the armor. Anyone within 1' of the size can use the armor.
60-64 	Armor is attuned to a place of special magical radiance, in much the same manner as drow armor (See Drow Treasure). If the armor is not exposed to this place once every 30 days, its magic is lost.
65-70 	Armor has complicated straps and is hard to put on and remove. Consequently, the time required to put on and take off the armor is increased by 10 rounds.
71 -74	Armor cannot be scratched, stained, or dented.
75-78 	Armor has an inherent disruption of magic. While its wearer enjoys a +1 bonus on saving throws vs. spell, spells cannot be cast if he or she is a multiclassed wizard or a spell-using ranger or paladin.
79-84 	Armor attracts monsters; any random encounter checks are at double the normal chance for anyone wearing this armor.
85-89 	Armor is a superconductor of heat and electricity; add +1 hp per die to all damage from fire or electricity.
90-94 	Armor does not provide magical protection if clothing or a covering is worn over it.
95-98 	Armor is an exquisite piece of workmanship and commands a price of 150% over normal prices due to its quality.
99-00 	Armor is possessed by a spirit of random alignment; if the wearer's alignment differs from the spirit's, the armor periodically attempts to possess the wearer.
Determine the chance of success as noted under the 5th-level wizard spell, magic jar. The spirit's intelligence can be determined by rolling 3d6. The chance of a possession attempt occurring is 15% per week, cumulative.
Category:Encyclopedia Magica
Category:Encyclopedia Magica Quirks