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88. Teething, of: Whosoever<br />

dons this armor will begin teething because<br />

1d20 new teeth will emerge in their mouth<br />

in 1d10 hours. The new teeth may grow<br />

anywhere and at any angle determined by<br />

the Aedile. Better yet, the armor grows metallic<br />

teeth (canines, not molars), which cause<br />

1d4 LP of damage to any who brawl or<br />

wrestle with the wearer.<br />

89. Toroidal Fire, of: Whosoever<br />

dons this armor will be capable of<br />

launching fire in the shape of a toroid<br />

(doughnut) at a target. The command word<br />

“toroid” must be spoken. The first round,<br />

a ring of fire will form around the head of<br />

the wearer, but it will not harm the wearer.<br />

At the beginning of the second round, the<br />

toroid ring of fire will launch forth above<br />

the head of the wearer. For the wearer to<br />

Aim the toroid fire at a target, the wearer<br />

usually bows and hopes for the best. The<br />

toroid ring of fire causes 1d100 IP or LP of<br />

damage. This property functions once per<br />

day.<br />

90. Torrefaction, of: Whosoever<br />

dons this armor will become torrefied<br />

(subject to scorching). For each round wearing<br />

this armor, the wearer suffers 1d4 Life<br />

Points of burning damage. The armor may<br />

be removed at will.<br />

91. Totipotency, of: Whosoever<br />

dons this armor will regenerate to whole<br />

when reduced to a part. Therefore, if an<br />

attack dismembers a part of the body of<br />

the wearer, the dismembered part will grow<br />

to become an exact copy of the wearer. The<br />

regenerated part will be naked and grow to<br />

full-size in 1d100 hours. The regenerated<br />

being will have all knowledge of the original<br />

being. The regenerated being, who is in<br />

perfect natural condition, will be loyal to the<br />

original being who is now missing a part.<br />

Worse, the dismemberd part of the original<br />

being does not regenerate on the original<br />

being. The armor may be removed at will.<br />

92. Unethicality, of: Whosoever<br />

dons this armor will behave unethically<br />

and their disposition will change accordingly<br />

until the armor is removed.<br />

93. Venom, of: Whosoever<br />

touches this armor must pass a Health subability<br />

check at TH 26 or become infected<br />

with magical venom. If infected, the character<br />

will die in 1d100 rounds. Death will<br />

not be painful, but the character will scream<br />

that they feel great until their throat becomes<br />

hoarse. If the check is passed, then the armor<br />

may be worn, but it may still infect others.<br />

This armor seems to have a dark green<br />

hue to it.<br />

94. Victims, of: Whosoever<br />

dons this armor becomes the target of all<br />

creatures in combat whenever the wearer<br />

enters combat. Usually, the wearer becomes<br />

a victim in less than a minute.<br />

95. Warmth, of: Whosoever<br />

dons this armor is immune to (1d100)% of<br />

damage from freezing while wearing it.<br />

When the armor is removed, the bonus is<br />

negated.<br />

96. Wisdom, of: Whosoever<br />

dons this armor will gain 2d10 points to each<br />

sub-ability in the Wisdom ability while wearing<br />

it. When the armor is removed, the<br />

bonus is negated.<br />

97. Xylophaga, of: Whosoever<br />

dons this armor will be compelled to eat<br />

wood, which they can now digest somehow.<br />

More importantly, the wearer is unable to<br />

eat normal foods. If normal foods are eaten,<br />

they are regurgitated. It takes a while to get<br />

used to the splinters, but it's not so bad. This<br />

property is permanent for the wearer, but<br />

this armor only affects 1 character per year.<br />

Chapter 13: Magical Items<br />

721

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