No matter what form the Armor of Twilight has it is always of the finest quality and design and could only have been created by a master craftsman of some ancient age. All forms of the armor have a series of runes on them which light up blue when a power is used. As the armor grows in experience and new powers are offered, an extra rune will light up when a power is used.
The armor has a very limited radius. The suggestion of 2.5' radius was meant to give the impression of how limited this is. Essentially all protections bestowed are permanent and individualized immunities given to the wearer of the armor, but in times of desperate need, the wearer can cover and protect another person (Or persons as the DM judges - for example 2 or 3 small children, etc. DM's call) but it should not be abused. It is for heroic actions, not to try and make it part of Reaver tactics 101.
All activated powers have a duration of 1 round per level. Welcome to tankaliciousness!
01 - Agility. Armor has the encumberance of Elven Chainmail.
02 - Protection I - Protection from evil - 2.5' r. First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.
02 - Armor Master. The wearer of the Armor of Twilight has the innate ability to transform the armor's type from simple bracers to all armor types up to and including Platemail (Max). This transformation takes 1 round to fully complete as blue energy courses around the user and translucent armor pieces settle into place to form the armor. All armor types are made of the finest materials and are detailed with intricate embroideries/embossing. Many arcane runes are woven into the design. When any of the armor's powers are activated a certain number of runes will flash with a bluish light. Armor changes must be declared at the beginning of the combat round and the benefits of the change do not take affect until the beginning of the following round. No matter what form the armor is in it gives it's magical bonus and bestows all available powers upon the wearer.
Platemail (AC 3): This platemail armor is of the finest quality of strategically placed steel plates and underlying steel chainmail. The armor is silvery steel with inlaid gold trimmings and embossing and some areas of black lacquer. It has large rune covered shoulder guards. A great helm is part of this armor. The helm's full face visor slides up onto the top of the helm. It has no eye holes and from the outside it looks like a solid steel shield covering the face, but from the inside the visor is transparent. The visor opens and closes upon mental command.
Banded (AC 4):
Chainmail (AC 5):
Scalemail (AC 6):
Studded Leather (AC 7): A fine black surcoat of soft leather and silvery steel studs. The armor is of the finest leather and detailed exquisitely with silver and gold thread in intricate border patterns.
Leather (AC 8): Brown cured leather tunic with green highlights and embroidering. Darker soft brown leather pants with similar trimmings. Perfect forest skulking armor.
Bracers (AC 10): Black leather with silvery steel plates embossed with border designs of gold and embossed runes.
03 - [+1] to AC. Gain additional [+1] every other level until Lvl 11.
03 - Enlarge I - Once per day. This spell causes instant growth of a creature or object, increasing both size and weight. It grows by up to 10% per level of experience of the user, increasing this amount in height, width, and weight. The Duration of the Enlargement lasts 1 round per level. All equipment worn or carried by a creature is enlarged by the spell. If insufficient room is available for the desired growth, the user attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials. The user's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size. For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6=9.6, rounded up). Bonuses due to Strength, class, and magic are not altered. The reverse ability, reduce, negates the enlarge spell or makes creatures or objects smaller. The user loses 10% of its original size for every level of the user, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch — the recipient cannot dwindle away to nothingness.
03 - Protection II - Protection from Poison - 2.5' r. Save for nothing or half effect for failed save on poisons that do effect the wearer. For example a poison that does 3-30 for a failed save and 2-12 for a successful save, would be save for nothing or 1-15 damage for a failed save. If it is Save for nothing or die and the user fails their save, they will still die, but the effects will be slowed down considerably (Likely with plenty of time for a curative to be applied). A failed save v Drow poison will not knock the user unconscious, but they will suffer penalties to their combat functions to simulate them fighting off the sleep effects.
04 - Strength I - Once per day. This ability increases the Strength of the character by a number of points — or tenths of points after 18 Strength is attained. Benefits of the strength spell last for the 1 round per user's level. A d8 is rolled to determine extra points or partial points. If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. Normally the spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. However, the Armor of Twilight does not stop at 18(00) necessarily. If there are any points left after adjusting to 18(00), every 2 points beyond that raises strength by 1 point. For example: a 6 is rolled and after adding 30% to the fighter's existing special strength to bring it to 18(00), there are 3 points left. This user is only able to take advantage of 2 more of the points and this will bring his strength up to 19.
04 - Protection III - Protection from normal missiles - 2.5' r. By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.
05 - Enlarge II. One extra use of the Enlarge power per day.
05 - Protection IV - Protection from Paralysis - 2.5' r. The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example). This spell offers no protection against physical damage.
06 - Expansion I (Once per day). The user is able to extend all of the passive protective powers of the Armor of Twilight in a stationary 20' radius circle of protection. This ability lasts 1 round per level of the user. When activated, this manifests as a flashing blue force that pushes out from the armor in every direction forming a glowing animated circle of blue runes on the ground surface rotating slowly clockwise, with the user in the center. This circle is locked in place and does not move with the user. Any party members within this 20' radius receive the benefits of the users protective powers of the armor. (Ie. Protection from evil + Protection from poison + Protection from normal missiles + Protection from paralysis + Protection from Fire/ Cold.) Any party members leaving the circle stop receiving the benefits and any members entering receive the benefits.
06 - Strength II. One extra use of the Strength power per day.
06 - Protection V - Protection from Fire and Cold - 2.5' r. This power gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%. It also gives +4 to saves and half damage from cold based attacks as well.