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, regard-
less of the shieldbearer?s wishes. The effects
of any single such contact are determined
by percentile dice roll, as follows:
01-20 | Item has one charge drained from
it by Grimjaw; if the item has no charges as such, its powers are negated for 3-12 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 2-12 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 unaf- fected, but may, at the DM?s option, teleport away to a random location, with or without wielder. |
96-00 | Grimjaw discharges some of its
stored magical energy into the contacting item; the item gains 1-6 additional charges (permanently), or a +1 on ?to hit? and damage bonuses for 1-6 turns. |
If a magical weapon or item is wielded
against the shieldbearer, and the item
misses the armor class of the shieldbearer by
1 point (i.e., scoring what would have been
a hit except for the shield?s presence), then
it is considered to have struck the shield.
Dragon | - | Six Shields | - | Dragon #89 |