Grimjaw (Magic Shield)

Named for the small Common inscription found deeply engraved on the inside top rim, this plain iron shield is dented and black, of a normal, unassuming appearance. It bears no rust, and rust does not affect it regardless of the handling it receives due to protective magic cast upon it. Grimjaw was first identified by the sage Ragefast of Baldur's Gate, as borne by the adventurer Krystus and having a certain awesome power. Krystus the Proud soon met his death at the hands of a dwarven patrol half a world away, in the mountains near Tethyamar in a dispute over passage through the dwarven mines there.
Grimjaw is known to have been in the hands of the ruling dwarven clan “Iron House” for many years, but was lost in battle when orcs and evil wizards drove out or slew all the dwarves of Tethyamar. The present head of the “Iron House” Ghellin, wishes to regain the shield, Grimjaw confers no magical Armor Class bonus to its wearer, but it has a powerful ability to affect any magical items that come into direct physical contact with it, regardless of the shield bearer's wishes. The effects of any single contact are determined by percentile dice roll, as follows:
Contact	Effect
01-20 	Item has one charge drained from it by Grimjaw, if the item has no charges as such, its powers are negated for 3d4 turns.
21-65 	Item instantly turns and attacks wielder for one round, either striking as if the wielder were attacked by someone of equal class, strength, and level (if a weapon), or firing one charge or magical attack (if a charged staff or similar item).
66-80 	Item has all magical powers and abilities negated for 2d6 rounds.
81-95 	Item is completely drained of all magical powers forever, as if struck by a rod of cancellation. Artifacts are likely to be unaffected, but may, at the DM's option, teleport away to a random location, with or without the wielder.
96-00 	Grimjaw discharges some of its stored, magical energy into the contacting item: the item gains 1d6 additional charges) permanently), or a +1 on attack and damage bonuses for 1d6 turns.
If a magical weapon or item is wielded against the shield bearer, and the item misses the Armor Class of the shield bearer by 1 point (scoring what would have been a hit except for the shield's presence), then it is considered to have struck the shield.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Shields