- Time damage resistance +1d10 to Magic Armor against Time Magic
- Helmet and Body Armor each provide +1d4 Time Runic Power to wearer
- Death damage resistance +1d10 to Magic Armor against Death Magic
- Helmet and Body Armor each provide +1d4 Death Runic Power to wearer
- Life damage resistance +1d10 to Magic Armor against Life Magic
- Helmet and Body Armor each provide +1d4 Life Runic Power to wearer
- Earth damage resistance +1d10 to Magic Armor against Earth Magic
- Helmet and Body Armor each provide +1d4 Earth Runic Power to wearer
- Fire damage resistance +1d10 to Magic Armor against Fire Magic
- Helmet and Body Armor each provide +1d4 Fire Runic Power to wearer
- Air damage resistance +1d10 to Magic Armor against Air Magic
- Helmet and Body Armor each provide +1d4 Air Runic Power to wearer
- For Armor Only
- For Body Armor: Soul Regeneration of 1d4 Soul per round, 1d10 Soul per hour
- For Capes/Cloaks: Soul Regeneration of 1 Soul per round, 1d10 Soul per hour
- For Capes/Cloaks: +1 to Arcana
- rain protection
- For Cowls: If you roll a 20 on your 1d20 for Arcana Check to cast a spell, decrease the spell cost by 1.
- For Armor Only
- +1 to Endure for endurance checks in the cold, but includes -2 to Endure in hot climates
- Water damage resistance +1d10 to Magic Armor against Water Magic
- Helmet and Body Armor each provide +1d4 Water Runic Power to wearer
- For Weapons: +1d8 bonus to Runic Power; premium mage wood
- For Armor: Only used for shields
- For Shields: +1d6 to Block against magic of your element
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