Enspelled Armor¶
Price for DM reference¶
DMG rarity value: Varies — see pricing table.
| Item / variant | Rarity | Purchase value | Basis |
|---|---|---|---|
| Spell Cantrip | Uncommon | 400 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
| Spell 1 | Uncommon | 400 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
| Spell 2 | Rare | 4,000 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
| Spell 3 | Rare | 4,000 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
| Spell 4 | Very Rare | 40,000 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
| Spell 5 | Very Rare | 40,000 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
| Spell 6 | Legendary | 200,000 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
| Spell 7 | Legendary | 200,000 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
| Spell 8 | Legendary | 200,000 GP + base armor cost | Use the rarity associated with the bound spell’s level. |
These are book-based values for setting a purchase price when the item is available, not a promise that a merchant stocks it. Availability and negotiated payment remain the DM’s decision.
Pricing sources: DMG 2024, PDF page 220 — source PDF is not included in this player reference. · DMG 2024, PDF page 261 — source PDF is not included in this player reference.
All item prices · Pricing rules
- Item type: Armor
- Rarity: Varies
Description and use¶
Armor (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement) Bound into this armor is a spell of level 8 or lower.
The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic.
The armor has 6 charges and regains 1d6 expended charges daily at dawn.
While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level Rarity Save DC Attack Bonus Cantrip Uncommon 13 +5 1 Uncommon 13 +5 2 Rare 13 +5 3 Rare 15 +7 4 Very Rare 15 +7 5 Very Rare 17 +9 6 Legendary 17 +9 7 Legendary 18 +10 8 Legendary 18 +10
| Spell Level | Rarity | Save DC | Attack Bonus |
|---|---|---|---|
| Cantrip | Uncommon | 13 | +5 |
| 1 | Uncommon | 13 | +5 |
| 2 | Rare | 13 | +5 |
| 3 | Rare | 15 | +7 |
| 4 | Very Rare | 15 | +7 |
| 5 | Very Rare | 17 | +9 |
| 6 | Legendary | 17 | +9 |
| 7 | Legendary | 18 | +10 |
| 8 | Legendary | 18 | +10 |
Printed core rules¶
Source page references in your supplied Dungeon Master's Guide (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 261¶
Open the original rulebook — PDF page 261 — source PDF is not included in this player reference.
All items · By type · By rarity · By source
Weight¶
Weight per inventory unit: Not fixed / not specified
No fixed weight specified in the supplied item reference; set the actual item weight.
Counts multiply by inventory quantity. Ammunition quantities count individual pieces; other bundle entries and complete packs use the printed bundle weight. Do not add the same contents separately when using a complete equipment pack. See Carrying capacity for character limits.