Arm of Valor (Magic Arm)

This priceless item is one of two known surviving power arms in the Realms (the other is in the keeping of the Heralds, in the Herald’s Holdfast)-and only certain senior Harpers and powerful wizards such as Elminster know about the other one.
Made by a cabal of mighty archmages when Myth Drannor was strong, the arm of valor takes the form of five pieces of full, adamantite plate armor. Together, the five pieces form a complete covering for one arm (they alter size and shape to fit either arm of any M-sized creature). There is no known way to dispel the magic instilled in them, and they make all saving throws at 1 on 1d20. (If three or more pieces are worn together, the save drops to 0 or automatic.)
Whenever any power of any piece of the arm is used, there is a 1% chance (not cumulative) that one of the pieces vanishes, teleporting far away (despite the mythal), and draining the life-force from the wearer. The power that was used takes full effect, but the wearer suffers 1d12 hp damage, and permanently loses an additional 1d2 hit points. The arm was designed for use by champions defending Myth Drannor; its powers override all mythal powers and aren’t subject to wild magic.
The pieces are a gauntlet, vambrace (tubular covering for the forearm), couter (a winged, hinged elbow-covering), rerebrace (tubular cover for the upper arm), and a pauldron (shoulder cover, flaring up into a raised half-collar, and over to cover much of the chest and shoulder blade at the back). The rerebrace and vambrace each contain small (4 by 6 by 2 inches) storage compartments that latch shut, and are shielded against magical scrying.
Whenever any piece of the arm is first brought to within 200’ of another, both pieces glow with a blue-white faerie fire for four rounds (this won’t happen again until the two pieces are farther apart, and then moved together again; it doesn’t happen continuously when the pieces are very close together or actually touching). When worn (“worn together” in this context means strapped onto the same arm of the same being), the pieces of armor confer the following powers:
Gauntlet
* immunity to charm, hold, and sleep (and all related spells and psionics).
* punch does 1d4+1 points of damage, and can strike creatures only hit by +1 or better magical weapons.
* power smash (3d6 points of damage plus “crushing blow” saving throw forced on items struck) once per turn.
Vambrace
* feather fall at will.
* jump once per turn (range as the spell, but safe landing guaranteed).
* all weapons wielded solely by the arm wearing the vambrace strike at +1 damage.
* immunity to ESP spells, spell-like powers, and psionics.
* wearer can see invisible beings and objects (30’ range).
Couter
* dimension door once per turn
* airy water (creates airy water automatically around the wearer, whenever submerged)
* wearer can see dweomers within 30’ and distinguish between spell areas of effect, enchanted beings, and permanent magical auras.
Rerebrace
* temporarily raises the status of all weapons wielded by the wearer to the status of +2 magical weapons +2 on damage and attack rolls, and can be used to hit beings struck only by magical weapons; these bonuses are not cumulative with magical weapon bonuses, (a +1 sword would be raised to +2, but a +2 sword doesn’t become +4), but are cumulative with vambrace bonuses, if both are worn together.
* immunity to all Illusion and phantasm spells.
Pauldron
* wearer’s Armor Class improved by four points.
* immunity to all enchantment and charm spells.
* force blast once per turn (does 3d4 points of damage, neither has nor uses charges, additional impact powers as for a ring of the ram.
The arm of valor also has some cumulative additional powers, conferred only by combinations of various pieces worn together, as follows:
Any Two Pieces Worn Together
* immunity from all polymorph attacks.
* all system shock rolls automatically successful.
* immunity from magical fear.
* a bonus of +1 on all saving throws.
Gauntlet, Vambrace, and Canter Worn Together
* dispel magic (90’ range, 90° arc ray, once per turn).
* magic missile (5 missiles, 1d4+1 points of damage each, one missile from each digit of gauntlet, one unleashed per turn, of all five missiles in the same round).
* immunity from petrification.
Entire Arm Worn Together
* additional +2 bonus on all saving throws.
* fly (four rounds maximum burst, one use per turn).
* minor creation once per day.
* wizard eye ones per day.
* If all five pieces of the arm are worn together, they fuse into a flexible but solidly linked unit that can be readily separated at the wearer’s will, but not otherwise.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Arms