From: Steamforged Foundry
Lore: The lore of Elemental Warding Shields traces its origins to a time when elemental forces threatened to bring chaos and destruction to the realm of Saṃsāra. Faced with such formidable adversaries, master craftsmen and enchanters of the Steamforged Foundry embarked on a quest to develop a shield that could withstand the fury of elemental attacks. The result was the Elemental Warding Shields, a fusion of the finest Mithril shields and the mystic properties of Elderwood.
The shields are carefully crafted by blending Mithril, renowned for its lightweight and durable nature, with intricate Elderwood carvings symbolizing the balance of the natural world. The enchanters then infuse the shields with protective elemental wards, creating a formidable defense against specific elemental threats. Each shield’s enchantment is tailored to a particular element, such as fire, ice, lightning, or earth, making them invaluable assets for adventurers and soldiers seeking protection against elemental adversaries.
Elemental Warding Shield:
- Cost: 250 gold pieces (GP)
- Size: Medium (Approximately 3.5 feet tall and 2 feet wide)
- Requirements: Proficiency with shields to wield the Elemental Warding Shield effectively in combat.
- Tags: Magical, Protective, Adventuring Gear, Enchanted, Mithril, Elderwood, Elemental Resistance (Specific), Lightweight, Durable, Carved, Warded, Foundry-Made, Combat Gear
Tier One Stats:
- Elemental Ward: The Elemental Warding Shield provides resistance to a specific elemental damage type (chosen during purchase).
- Durability: The Mithril construction grants the shield 12 hit points, providing additional resilience in combat.
- Lightweight: The shield’s Mithril composition reduces its weight, allowing for easier handling and mobility.
- Masterful Craftsmanship: The intricately carved Elderwood enhances the shield’s artistic value, granting advantage on Charisma (Persuasion) checks when interacting with individuals who appreciate fine craftsmanship.
Skills:
- Arcana: Characters proficient in Arcana can better understand the enchantments placed on the shield and potentially identify the elemental ward.
- Athletics: Proficiency in Athletics allows characters to effectively use the shield’s resistance and durability in physical combat situations.
Where and How It Might Be Sold: Elemental Warding Shields are highly sought after by adventurers, soldiers, and guilds operating in regions where elemental threats are prevalent. The Steamforged Foundry sells these shields at specialty weapon shops, magic emporiums, and renowned armor smithies, where skilled merchants and enchanters showcase their craftsmanship and offer personalized enchantment options to buyers.
Due to the craftsmanship involved and the demand for specific elemental resistances, Elemental Warding Shields are relatively costly and not as readily available as standard shields. Some shields might even be commissioned directly from the Steamforged Foundry for adventurers undertaking perilous quests or missions with a high likelihood of encountering elemental adversaries.
Environment and Usage: Elemental Warding Shields are most commonly used in environments where elemental creatures, elementalists, or natural disasters pose significant threats. Adventurers who brave volcanic regions, ice-covered landscapes, stormy skies, or deep underground caverns value these shields for their specific elemental resistances.
In combat, the shields provide a significant advantage against enemies wielding elemental powers, effectively mitigating damage from spells and attacks associated with the shield’s elemental ward. Soldiers and guards stationed in regions with elemental threats also equip these shields to bolster their defenses against potential invaders.
As adventurers venture into the unknown, their Elemental Warding Shields become symbols of their preparedness and prowess, granting them a better chance of survival in the face of elemental chaos. The shields not only offer tangible protection but also serve as a reminder of the harmonious balance achieved through the union of ancient craftsmanship and enchanting magic at the Steamforged Foundry.

Perception of Activation: (Elemental Warding Shield) (Activation is primarily perceived when the shield successfully resists or mitigates damage from the specific element it is warded against.)
- User’s Perspective (Wielder):
- Sight: A brief, brilliant flare of energy may erupt across the shield’s face upon impact, often colored corresponding to the warded element (e.g., fiery orange for fire ward, icy blue for cold ward, electric white for lightning ward, earthy brown/green for earth ward). Any runes carved into the shield might pulse brightly for a moment. The incoming elemental effect (flames, ice shards, lightning bolt, rock) visibly distorts, shrinks, deflects, or dissipates against the shield’s surface instead of transferring its full force. Momentary secondary effects like steam (fire/ice ward), sparks (lightning ward), or displaced dust (earth ward) might briefly obscure vision at the point of impact.
- Hearing: The expected sound of the elemental impact is noticeably altered or muffled. Instead, a distinct sound signature accompanies the ward’s activation: a sharp hiss or quenching sound for fire/cold wards, a loud crack or snap distinct from normal thunder for lightning wards, or a deep resonant thud or grinding noise for earth wards. A low hum or chime of contained energy might also be briefly audible.
- Touch: The physical impact felt through the shield arm is significantly dampened compared to an unwared block. Instead of a sharp shock, there’s often a firm push accompanied by a unique vibration or thrum resonating through the shield – less jarring, more like contained energy dispersal. The user might feel a fleeting sensation of opposite temperature through the shield grip (e.g., faint coolness when blocking fire, faint warmth when blocking intense cold), but without actual harm. The shield feels momentarily hyper-solid or energized.
- Smell: Depending on the interaction, there might be a brief accompanying scent. Ozone for lightning blocks, the smell of rapidly quenched fire or flash-frozen moisture, disturbed earth, or pulverized rock. A faint scent of heated metal or perhaps slightly singed Elderwood might also occur.
- Taste: Generally not applicable. An intense lightning discharge might leave a brief metallic tang in the air nearby.
- Extra-Sensory: The wielder feels a distinct pulse of protective magic surge from the shield, meeting and neutralizing or redirecting the incoming elemental energy. There’s a clear sensation of the ward ‘engaging’ and fulfilling its purpose. A feeling of reinforced stability or balance emanates from the shield momentarily. Magically sensitive individuals might perceive the flow of internal Aethyr or ambient magic being channeled and shaped by the shield’s enchantments.
- Positives: Provides direct, tangible confirmation of effective protection against a specific elemental threat, significantly reducing or negating incoming damage. Boosts confidence when facing known elemental adversaries. Reinforces the value and reliability of the equipment.
- Negatives: The sudden sensory feedback (light, sound, vibration) can be momentarily startling or distracting in the heat of combat, especially if unexpected. Provides no extra protection against non-warded elements or physical attacks, potentially leading to tactical errors if the incoming threat is misidentified.
- Observer’s Perspective:
- Sight: A visible flare of light or energy appears on the shield’s surface at the moment the elemental attack connects. The color or nature of the flare often hints at the element being resisted. Runes or carvings on the shield may flash brightly. The elemental attack itself visibly weakens, dissipates, splashes harmlessly, or is deflected with much less force than expected. Steam, sparks, or dust might briefly appear at the impact point.
- Hearing: The sound of the elemental attack hitting the shield is unusually muted or changed. Observers might instead hear the characteristic activation sound emitted by the shield (hiss, crackle, thud, hum), indicating the ward is functional.
- Touch: Not directly applicable, but observers witness the wielder maintaining their footing and position despite being hit by an attack that visually appeared forceful.
- Smell: Observers close to the impact might catch the secondary scents produced by the interaction (ozone, quenched materials, displaced earth).
- Taste: Not applicable.
- Extra-Sensory: Those sensitive to magic perceive a clear flare of protective (Abjuration) magic emanating from the shield at the moment of impact. They sense the incoming elemental energy being actively countered, suppressed, or redirected by the shield’s enchantment. A localized feeling of energy being abruptly ‘grounded’ or neutralized might be felt.
- Positives: Clearly demonstrates the wielder’s preparedness and the effectiveness of their equipment against specific elemental threats. Can bolster ally morale or potentially intimidate foes relying on that element. Provides clear tactical information about the shield’s capabilities.
- Negatives: Clearly reveals the shield’s specific elemental warding to enemies, allowing knowledgeable foes to adjust their tactics and use different elements or physical attacks. Friendly area-of-effect attacks using the same element near the shield user might also be partially dampened or have unpredictable interactions near the shield’s protective field.
Crafting Recipe: Elemental Warding Shield
- Materials Needed:
- Mithril Ingots (3) – For the primary shield body.
- Seasoned Elderwood Block (1, large enough for carving significant components) – For carved elements and structural integration.
- Elemental Essence (1 unit, specific type chosen) – Determines the ward. Examples:
- Fire: Shard of a Heartstone or Essence of Fire Elemental.
- Ice/Cold: Glacial Crystal Core or Essence of Ice Elemental.
- Lightning: Preserved Fulgurite Fragment or Essence of Air Elemental.
- Earth: Adamantine Nodule or Essence of Earth Elemental.
- (Other elements like Acid, Poison, Thunder would require appropriate equivalent essences).
- Arcane Resin (1 pot) – For bonding wood, metal, and aiding enchantment.
- Silver Wire (5 feet) – Optional, for inlay work or energy channeling patterns.
- Fine Metal Polish (1 tin).
- Elderwood Sealant (1 vial).
- Leather Straps and Handle assembly (1 set).
- Tools Required:
- Forge, Anvil, Smith’s Hammers, Tongs – For working Mithril.
- Shield Mold (optional, aids consistent shaping).
- Masterwork Woodcarver’s Tools (Chisels, gouges, fine saws).
- Tinker’s Tools – For fine assembly and fitting components.
- Enchanting Table or prepared Ritual Circle.
- Arcane Focus.
- Mortar & Pestle – For preparing certain types of essences.
- Heat-resistant gloves and apron.
- Skill Requirements:
- Proficiency with Smith’s Tools (or equivalent metalworking skill).
- Proficiency with Woodcarver’s Tools.
- Proficiency with Tinker’s Tools.
- Proficiency in the Arcana skill.
- Knowledge of the specific Elemental Essence being used may be beneficial.
- Crafting Steps:
- Forge the Shield Body: Heat the Mithril ingots in the forge. Using Smith’s Tools, hammer and shape the metal into the desired shield form (e.g., kite, heater, round) of medium size, paying attention to achieving Mithril’s characteristic thinness and resilience. Quench and temper the Mithril appropriately. Create recesses or attachment points for the Elderwood components as per the design.
- Prepare and Carve Elderwood: Select the best section of the Elderwood block. Using Woodcarver’s Tools, meticulously carve the intricate designs – these might be symbols of natural balance, specific elemental motifs, or channels for magical energy. Shape the carved piece(s) to fit precisely with the Mithril shield body.
- Assemble Shield Components: Carefully fit the carved Elderwood piece(s) onto/into the Mithril shield body. Apply Arcane Resin to the joining surfaces for a strong, magically conductive bond. Use Tinker’s Tools for any fine adjustments, riveting, or clasp mechanisms required to securely integrate the wood and metal. If using silver wire inlay, set it into pre-carved channels now.
- Prepare the Elemental Essence: Depending on the essence type, use the Mortar & Pestle or other appropriate tools to refine it into a usable state for enchantment (e.g., powder, paste, focused liquid). This may require an Arcana check to handle volatile essences safely.
- Infuse Elemental Ward: Place the assembled shield onto the Enchanting Table or within the Ritual Circle. Using an Arcane Focus, carefully channel magical energy while applying the prepared Elemental Essence. Concentrate the energy into the shield structure, guided by the carved patterns and Arcana knowledge, establishing the specific elemental ward. This critical step demands focus and may take considerable time (e.g., several hours or even days of ritual work depending on power). A successful Arcana check is crucial for stabilizing the enchantment.
- Finishing Touches: Once the enchantment is stable and cool, thoroughly clean the shield. Use Fine Metal Polish on the Mithril sections. Apply Elderwood Sealant to protect the carvings. Securely attach the leather straps and handle assembly.
- Attunement Check (Optional): A brief, controlled exposure to a minor source of the warded element can confirm the enchantment took hold correctly.
Concerning the Nature-Boards of Warding
It is remembered from the elder scrolls, though the ink fades, of a time when the world suffered imbalance. Great elemental angers were loose. Fire consumed without reason. Ice crept where it should not. Storms tore the sky. The very earth did groan and break open. Peoples and beasts alike knew great fear before these unrestrained powers.
In a place renowned for its making-skill, the Forge Built On Steam, there dwelled those of clever hand and wise mind. These makers, seeing the destruction wrought by the elements, spoke amongst themselves. A great need was perceived. A need for a defense, a strong ward against the specific furies of nature.
So, they labored. They took the sky-metal, the bright silver called Mithril, known to be light for carrying but hard to break. They also took wood from the most ancient trees, the Elderwood, which holds deep strength and echoes of the world’s beginnings. Upon this wood, they carved signs and figures with great care – patterns showing the balance sought between opposing forces.
Then, with arts both of the hand and of the unseen world, they joined the sky-metal and the ancient wood. Into this joined form, the enchanters, those who speak the hidden words, breathed power. Not one power, but many kinds, yet only one kind for each board. For one board, they placed a ward against the great heat of fire. For another, a ward against the biting cold of ice. For others still, wards against the shocking bolt or the crushing stone. Each board was made strong against only one type of elemental anger.
Those who walked paths of danger – the adventurers, the soldiers guarding the borders – sought these Nature-Boards. When facing a beast of flame, they carried the fire-ward board. When journeying through lands of endless frost, the ice-ward board was their hope. The boards turned aside much harm, it is said, though they offered no special guard against a common sword or arrow. One board protected from one danger. To face a different danger, a different board was needed, or perhaps great luck.
Moral of the story: A shield against one trouble is wise, but knowing which trouble approaches is wiser still.
Suggested conversions to other systems:
- Call of Cthulhu (7th Edition)
- High-Level Overview: This shield represents ancient or esoteric craftsmanship, possibly predating known history or originating from a non-human culture. Its ability to ward against raw energy types like intense heat, cold, or electricity is unusual and valuable, particularly against certain Mythos entities or phenomena. The Elderwood might be from a location touched by strange forces, and the Mithril could be an unknown alloy. Its use is straightforward defense, but its origin could be a source of investigation or unwelcome attention.
- Game Mechanics:
- Item: Shield of Elemental Warding
- Description: A medium-sized shield crafted from a lightweight, silvery metal resembling steel but stronger (possibly Hyperborean Mithral or similar), fused or inlaid with panels of dark, resilient wood bearing intricate, non-geometric carvings. It feels unnaturally balanced. Requires STR 10 and a relevant combat skill (e.g., Fighting (Brawl) used defensively, or a specific Shield skill if used) for effective use.
- Elemental Ward: Each shield is attuned to ward against one specific energy type: Fire/Extreme Heat, Cold/Extreme Ice, or Electricity. When the wielder is targeted by an attack consisting primarily of that energy type and actively uses the shield to defend (declared use of Fighting Maneuver ‘Block’, caught in area effect benefiting from cover), the damage taken from that specific source is halved (round down). The specific ward might only be identifiable through an Occult roll, careful experimentation, or historical research related to its origin.
- Durability: The shield possesses structural integrity represented by Hit Points (e.g., 12 HP). It can be damaged by extremely forceful physical blows (causing Major Wounds) or attacks specifically targeting objects, potentially losing HP or becoming damaged/destroyed as per standard object damage rules at the Keeper’s discretion.
- Subtle Resonance: Prolonged use, especially frequent warding activation, might cause minor sensory phenomena related to the ward (e.g., feeling perpetually slightly warm with a Cold ward, hair standing on end near a Lightning ward) or attract minor, localized elemental disturbances in susceptible environments. Critical failure during defense might incur a 0/1 Sanity point loss due to psychic feedback.
- Antique Value: Its obvious craftsmanship grants one Bonus Die to social skill rolls like Charm, Fast Talk, or Persuade when interacting with antiquarians, museum curators, metallurgists, or certain secretive societies that value unique artifacts.
- Cost/Availability: Extremely Rare. Likely discovered as treasure or relic (estimated value $7,000+), rarely if ever available for standard purchase.
Blades in the Dark
- High-Level Overview: In the haunted, industrial city of Duskvol, this shield is likely a product of advanced spark-craft or spirit-binding technology. It might be termed a ‘Static Shield’ (vs electroplasm), ‘Furnace Ward’ (vs fire), or ‘Chill Breaker’ (vs spectral cold). Crafted from ghost-forged alloys and perhaps wood reclaimed from lightning-struck trees in the Deathlands, it’s specialized gear for crews dealing with spirits, arcane hazards, or industrial sabotage.
- Item Profile:
- Name: Foundry Ward-Shield
- Qualities: Fine, Durable, Protective, Warded (Specific Hazard: e.g., Fire, Electroplasm, Cold), Shield.
- Tier: II or III (depending on origin and power)
- Load: 1 (Lightweight construction for a shield)
- Description: A shield of polished, dark metal interwoven with hardened, rune-etched wood. Faint internal light might pulse within the runes or along seams when active energy is near. Feels strangely light but solid.
- Game Mechanics:
- Specialized Resistance: When you suffer consequences from the specific hazard the shield wards against (e.g., Burning condition from fire, Harm from electroplasmic shock, Paralysis from extreme cold), you can mark 1 Load (representing its use) to gain Potency (+1d) on your Resistance Roll against that specific consequence.
- Situational Armor: In addition to standard armor, you can mark the shield’s Load (1 Load) to gain an additional +1d to a Resistance Roll against physical harm if the harm directly results from the element it wards against (e.g., resisting being crushed by magically animated ice after the shield resisted the cold). This use is situational and requires GM approval based on fictional positioning.
- Craftsmanship Appeal: Can be leveraged for +1 Effect during social actions (Consort, Sway) when trying to impress Sparkwrights, artisans, collectors of rare items, or factions dealing with the specific hazard it wards against.
- Potential Complications: The ward might overload after use, requiring a Tinker action during downtime to reset. It might attract specific spirits attuned to its warded element. Its obvious quality makes it a target for theft. It offers no benefit against mundane attacks or other hazards.
Dungeons & Dragons (5th Edition)
- High-Level Overview: This item fits neatly into the Uncommon magic item category. The blend of Mithral (providing stealth benefits) and Elderwood (providing flavor and a base for enchantment) is straightforward. The core mechanic is providing resistance to a single, chosen elemental damage type, a common and useful defensive buff. Its defined Hit Points are unusual for player items but reflect the source description; these are typically handled abstractly or via object stats if targeted.
- Stat Block and Mechanics:
- Elemental Warding Shield Armor (shield), uncommon Crafted from gleaming mithral inlaid with intricately carved elderwood, this shield feels lighter than a standard shield of its size. You must be proficient with shields to wield this armor.
- Mithral Armor: Wearing this shield does not impose disadvantage on Dexterity (Stealth) checks.
- Elemental Ward: When this shield is found or purchased, it has a ward attuned to one specific damage type: acid, cold, fire, lightning, or thunder. While wielding this shield, you have resistance to damage of the chosen type.
- Artistic Craftsmanship: The shield’s beauty is notable. You can present the shield during a social encounter to potentially impress those who appreciate fine art or craftsmanship. Once per long rest, you can gain advantage on one Charisma (Persuasion) or Charisma (Deception) check made to influence someone fitting this description.
- (Note on Durability: For targeting purposes, the shield can be considered an object with AC 15 and 12 hit points, immune to poison and psychic damage, and resistant to the damage type it wards against.)
- Value: Around 250 gp.
- Elemental Warding Shield Armor (shield), uncommon Crafted from gleaming mithral inlaid with intricately carved elderwood, this shield feels lighter than a standard shield of its size. You must be proficient with shields to wield this armor.
Knave (Assumed 2nd Edition Context)
- High-Level Overview: In Knave’s system, the focus is on tangible benefits and inventory management. The shield takes up an inventory slot (possibly only 1 due to Mithril). Its primary function is the standard +1 Defense, enhanced by a specific, limited-use elemental protection. The fine craftsmanship provides a social bonus.
- Item Description and Mechanics:
- Item: Elemental Warding Shield
- Slots: 1 (Lightweight Mithril/Elderwood)
- Defense Bonus: +1
- Description: A polished mithral shield featuring detailed elderwood carvings. Requires one hand. When acquired, it wards against one specific element: Fire, Cold, Lightning, Acid, Poison, or Thunder.
- Elemental Ward (1/Day): Once per day, when you would take damage of the type the shield wards against, you can declare you are using its ward. Reduce the damage taken from that specific instance by 5 points (to a minimum of 0). Mark the shield’s ability as used for the day.
- Object Resilience: The shield has an Item Save of 13+. If targeted by a destructive effect or suffers a critical hit that fictionally impacts the shield heavily, it might be destroyed on a failed Item Save.
- Impressive Work: Gain Advantage on one Charisma check per day when specifically using the shield’s appearance and craftsmanship to impress or persuade someone (e.g., an artisan, noble, historian).
- Value: 250 gp.
Fate (Core/Condensed)
- High-Level Overview: In Fate, the Elemental Warding Shield’s primary function – protecting against a specific element – becomes its narrative hook. It’s represented through Aspects that players can invoke for bonuses or the GM can compel for complications, or through Stunts that provide mechanical benefits in specific situations. Its materials (Mithril, Elderwood) and craftsmanship offer additional narrative color and potential Aspect angles.
- Representation and Mechanics:
- As an Item Aspect: A character wielding the shield could choose an Aspect reflecting its specific ward, such as Fire Cannot Burn My Elderwood Shield or Warded Against the Frigid Grasp.
- Invoking: Spend a Fate Point for a +2 bonus or a reroll when performing relevant actions. Examples: Defending against the warded element, Overcoming an environmental hazard of that type, Creating an Advantage by using the shield’s resilience (e.g., Briefly Contained, Flames Diverted), or using its craftsmanship to impress someone (invoking a related Aspect like Steamforged Masterpiece if taken).
- Compelling: The GM can offer a Fate Point to introduce a complication based on the Aspect. Examples: “Your Fire Cannot Burn My Elderwood Shield works perfectly against the dragon’s breath, making the beast focus its claws and teeth on you instead.” or “The sorcerer sees your Warded Against the Frigid Grasp and switches to lightning spells, catching you unprepared.”
- As a Stunt:
- Elemental Deflection: (Requires an Aspect indicating shield proficiency or ownership). Choose one element (Fire, Cold, Lightning, Acid, etc.) associated with your shield. Once per scene, when you successfully Defend against an attack dealing primarily that type of damage, you can choose to reduce the incoming shift value by 1 after determining success.
- Symbol of Balance: (Requires an Aspect related to the shield’s craftsmanship or Elderwood carvings). When you Create an Advantage using your shield’s appearance to impress or reassure someone who values nature, balance, or fine artistry, you gain an additional free invocation on that Aspect if successful.
- As an Item Aspect: A character wielding the shield could choose an Aspect reflecting its specific ward, such as Fire Cannot Burn My Elderwood Shield or Warded Against the Frigid Grasp.
Numenera / Cypher System
- High-Level Overview: The shield is treated as functional technology from a past era (an Artifact) or possibly a single-use device (Cypher). Its Mithril and Elderwood are advanced materials, possibly bio-engineered or exotic synth variants. The elemental ward is a form of energy dampening or field generation. Its relatively low complexity (Tier One original) suggests it’s moderately common or easily understood numenera.
- Artifact Profile:
- Name: Energy Dampening Shield
- Level: 4 (Moderate difficulty to repair or analyze)
- Form: A lightweight shield (approx. 1m tall) constructed of polished silvery synth-alloy integrated with dark, resonant bio-polymer panels featuring intricate surface patterns.
- Effect: The shield is passively attuned to dampen one specific type of energy (determined when found: thermal, cold, electrical, acid, sonic, etc.). When the wearer takes damage exclusively of this type, the shield automatically reduces the damage taken by 2 points. This manifests as a faint shimmer or absorption effect on the shield’s surface. The shield provides standard protection against physical attacks based on its size and material (GM determines if it provides an asset for Speed defense tasks vs physical).
- Depletion: 1 on d20 (Check each time the damage reduction effect is triggered. Very reliable). If depleted, the dampening effect ceases until repaired (requires level 4 parts and an Intellect-based repair task, difficulty 4).
- Craftsmanship: Its unique construction might provide an asset on interaction tasks when dealing with specific communities or individuals who value ancient craftsmanship or bio-technology (GM discretion).
- Cypher Variant:
- Elemental Ward Field (Wearable Cypher)
- Level: 1d6
- Wearable: Projects a shield-like field from a small device worn on the arm.
- Effect: When activated (action), grants Armor equal to the Cypher’s level against one specific energy type (thermal, cold, electrical, etc., defined by the cypher type) for 10 minutes, after which the cypher burns out.
Pathfinder (2nd Edition)
- High-Level Overview: This shield translates well into a standard Uncommon magic item. The Mithril component grants it the ‘Mithral’ material trait (relevant for weight/strength), while the Elderwood is primarily flavor unless tied to specific druidic or fey interactions by the GM. The core mechanic is providing low-level, constant energy resistance, with a once-per-day boost.
- Item Stat Block:
- ELEMENTAL WARDING SHIELD ITEM 3 UNCOMMON, ABJURATION, MAGICAL, MITHRAL, SHIELD Price 60 gp Usage held in one hand; Bulk L Crafted from lightweight mithral and decorated with protective elderwood carvings, this shield (+1 AC bonus typical for buckler due to lightness, see below) provides defense against a chosen energy type.
- (Note: While granting a +1 AC bonus like a buckler due to its lightness and ease of handling from Mithral, it might provide cover similar to a steel shield against area effects at GM discretion based on its physical size description).
- Elemental Ward: The shield is attuned to one energy type: acid, cold, electricity, fire, or sonic. You gain resistance 2 to damage of that type while wielding the shield.
- Activate [Reaction] envision; Trigger You take damage of the type the shield wards against; Effect The shield flares with protective energy. You gain resistance 5 against the triggering instance of damage. This activation can be used only once per day and resets during daily preparations.
- Craft Requirements The initial materials must include mithral worth at least 7 gp.
- (Higher Level Versions increase resistance and price, e.g., Item 7 provides Resistance 5 / Activated 10 for 350 gp; Item 11 provides Resistance 10 / Activated 15 for 1,350 gp).
- ELEMENTAL WARDING SHIELD ITEM 3 UNCOMMON, ABJURATION, MAGICAL, MITHRAL, SHIELD Price 60 gp Usage held in one hand; Bulk L Crafted from lightweight mithral and decorated with protective elderwood carvings, this shield (+1 AC bonus typical for buckler due to lightness, see below) provides defense against a chosen energy type.
Savage Worlds (Adventure Edition – SWADE)
- High-Level Overview: In Savage Worlds, the Elemental Warding Shield is a piece of specialized defensive Gear. Its primary benefit is granting specific Armor against one elemental type, stacking with other armor. The Mithril makes it lighter than standard shields, potentially negating penalties. Elderwood provides flavor and a minor social bonus. It’s uncommon but potentially purchasable in well-stocked fantasy or high-tech settings.
- Gear Profile:
- Item: Elemental Warding Shield
- Description: A medium shield (+1 Parry) made from lustrous mithral and carved elderwood. Choose one element when acquired (Fire, Cold, Electricity, Acid, Sonic, etc.).
- Armor Bonus: +4 Armor only against damage from the shield’s attuned element. This bonus stacks with other worn armor against that specific damage source. It offers no Armor bonus against other damage types. (Provides standard shield cover benefits against ranged attacks).
- Weight: 6 lbs (Lighter than standard medium shield).
- Cost: $800 (Reflecting reliable, reusable elemental protection).
- Rarity: Uncommon (+1)
- Notes: Being made of Mithral, it’s exceptionally light; may ignore the -1 Parry penalty from the Shield Bearer Edge if usually applied to medium shields (GM Call). Its fine craftsmanship grants a +1 Persuasion bonus when specifically leveraging its appearance with appreciative audiences (artisans, nobles, etc.). Requires the Shield Bearer Edge to gain the full Parry bonus and use Shield Wall combat options effectively.
Shadowrun (6th World / 6e)
- High-Level Overview: In the urban sprawl and magical environs of the Sixth World, a dedicated elemental shield is likely specialized gear. It could be an advanced corporate security tool using energy dampening fields integrated into a ballistic shield structure, or a magically crafted focus item used by mages or specialized guards. Materials like “Mithril” and “Elderwood” would be analogous high-tech composites or magically potent materials like Orichalcum and aspected wood.
- Representation and Mechanics:
- Option 1: Advanced Material Riot Shield
- Gear: Aegis Elemental Dampener Shield
- Availability: 14R
- Cost: 10,000 Nuyen
- Description: A medium or large tactical shield constructed from advanced, lightweight ballistic composites with visible circuitry or energy field emitters embedded. Requires appropriate Strength/Athletics to wield effectively. Provides standard physical protection benefits of a shield (e.g., Defense Rating bonus, cover modifier, GM determines specifics based on shield type).
- Elemental Dampening Field: Tuned at purchase to one specific common damage type: Fire, Cold, Electricity, Acid/Toxin. When the wielder takes damage solely of the attuned type, increase their Armor Rating by +5 against that specific damage instance. This manifests as a visible energy shimmer or discharge. Does not stack with magical Armor spells of the same element.
- Optional Smartlink: (+1 Availability, +1,500 Nuyen). Integrates with smartlink system, providing Edge Boost (1 Edge) on Perception tests to detect incoming attacks of the attuned elemental type.
- Corporate Aesthetic: Its high-tech, clean design grants Edge Boost (1 Edge) on relevant social tests (Etiquette, Negotiation) when dealing with corporate security specialists, R&D personnel, or arms dealers who appreciate cutting-edge gear.
- Option 2: Magical Focus Shield
- Gear: Warding Lodge Shield (Sustaining Focus, Force 4)
- Availability: 16F
- Cost: 24,000 Nuyen (plus bonding cost)
- Description: A shield crafted from Orichalcum and specifically prepared Elderwood (or similar magically resonant materials), acting as a focus. Requires bonding by the user. Must be held to function.
- Effect: Sustains one specific elemental protection spell (e.g., Resist Pain [Fire], Armor [Cold], etc., chosen at creation) of up to Force 4 without the user suffering standard sustaining penalties. Provides standard physical shield benefits. May grant a minor bonus (e.g., +1 die) to spellcasting tests for spells of the attuned element if prepared as a specialized focus (GM discretion).
- Option 1: Advanced Material Riot Shield
Starfinder
- High-Level Overview: The Elemental Warding Shield fits seamlessly into Starfinder’s blend of technology and magic. It can be represented as either a technologically advanced shield employing energy fields or specialized materials, or a hybrid/magical item drawing on mystical energies. Useful against environmental hazards, energy weapons, and spellcasters across the Pact Worlds and beyond.
- Representation and Mechanics:
- Armor: Elemental Ward Shield
- Level: 6; Price: 4,200 credits; Category: Shield; Type: Basic Shield
- AC Bonus: +1; Max Dex Bonus: —; Armor Check Penalty: —; Speed Adjustment: —
- Bulk: L (Lightweight due to advanced materials)
- Description: Constructed from advanced lightweight alloys and incorporating panels of impact-resistant bio-polymers or ceramics often etched with intricate designs. Requires proficiency with shields.
- Elemental Resistance: Choose one energy type upon acquisition: Acid, Cold, Electricity, Fire, or Sonic. The shield grants Energy Resistance 5 against the selected type. This resistance stacks with one other source of energy resistance against the same type (up to a maximum determined by GM, typically limited stacking).
- Integrated Systems Slot (Optional): Higher-level versions (Level 9+) might include an upgrade slot for basic shield modifications (e.g., flashlight bracket, minor sensor).
- Artisan Design: The shield’s distinctive appearance grants a +1 circumstance bonus on Culture checks to identify specific manufacturing guilds or cultural design motifs and on Diplomacy checks when interacting with collectors or artisans who value unique gear aesthetics.
- (Upgraded Versions exist, increasing Energy Resistance and adding features, e.g., Level 10, Price 18,000, ER 10; Level 14, Price 75,000, ER 15).
Traveller (Mongoose 2e)
- High-Level Overview: Within Traveller’s primarily science-fiction setting, this shield employs advanced technology. It could utilize specialized materials that absorb or dissipate specific energy frequencies, or incorporate localized energy fields. Likely produced at higher Tech Levels and used by military units facing energy weapons, hazardous environment specialists, or explorers encountering strange alien energy forms. “Magic” would typically be substituted with high technology or rare psionics.
- Representation and Mechanics:
- Personal Gear: Reactive Dampening Shield
- Tech Level: 11-13
- Armor Points (vs Attuned Energy): +5 AP
- Armor Points (General): +1 AP (Basic physical protection)
- Weight: 4 kg
- Cost: Cr 20,000 – Cr 40,000 (depending on TL and specific energy type)
- Description: A medium shield constructed from advanced composites and often featuring surface emitters or reactive panels. Configured at manufacture to dampen one specific energy form (e.g., Laser/High-Energy, Plasma/Thermal, Electrical Discharge, Cryogenic, Radiation). Requires appropriate training (e.g., Battle Dress or STR 9+).
- Effect: Provides significant Armor Points (+5 AP) specifically against damage from the attuned energy source. Provides minimal (+1 AP) protection against general kinetic impacts (bullets, blades), but functions well as physical cover. Requires a power source (Power: 1-2/hour, depending on TL) using standard power packs. May include basic sensor integration at TL13+.
- Manufacturer’s Reputation: High-quality construction grants DM+1 on Persuade or Streetwise checks when dealing with military quartermasters, corporate procurement officers, or black market tech dealers by leveraging the shield’s manufacturer reputation or advanced design.
- Maintenance: Requires Electronics (specific system) checks (Average difficulty) for periodic maintenance, especially if incorporating active fields.
Warhammer Fantasy Roleplay (4th Edition)
- High-Level Overview: (Assuming WFRP 4e) In the grim and perilous Old World, such a shield is a valuable magical artifact. It might be of Dwarfen Runesmith origin (using Gromril), High Elven Ithilmar craftsmanship from Laurelorn, or produced within the Colleges of Magic. The Elderwood could be ancient Oak imbued with Aethyr. The warding protects against mundane elements or the corresponding Wind of Magic.
- Representation and Mechanics:
- Item: Runed Ward-Shield
- Encumbrance: 80 (Lighter than typical shield of its size due to superior materials like Gromril/Ithilmar or enchantments)
- Price: 300+ GC
- Availability: Rare
- Description: A masterfully crafted shield, typically of Gromril or Ithilmar, inlaid or backed with ancient wood carved with potent runes. Requires the Shield skill. Possesses the Defensive and Shield 2 Qualities.
- Elemental Ward: Bears a specific Rune or enchantment granting protection. Examples:
- Rune of Fire Warding: Gain +3 AP against fire damage. Reduce duration of Ablaze Condition by 1 Round. Gain +1 SL vs fear caused by fiery creatures.
- Rune of Winter’s Bite: Gain +3 AP against cold damage. Ignore penalties from environmental cold. Gain +1 SL on checks to resist being Entangled by ice.
- Rune of the Storm: Gain +3 AP against lightning/electrical damage. Gain +1 SL on checks to resist being Stunned by electrical effects.
- Rune of Stone’s Embrace: Gain +3 AP against impacts from rock/earth (e.g., rock throws, cave-ins). Gain +1 SL on checks to resist being knocked Prone by such impacts. (Other runes/wards possible, affecting Acid, Corruption sources, etc.)
- Enduring Craftsmanship: Grants +1 SL on relevant social tests (Charm, Haggle, Trade) when its quality or runic nature is discussed with knowledgeable individuals (Runesmiths, Wizards, Antiquarians, certain Nobles).
- Possible Drawbacks: Some potent runes might require occasional “reawakening” via rituals, specific deeds, or exposure to related energies. Improperly crafted or damaged runes might offer weaker protection or have minor negative side effects (GM discretion).
