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Table: Random Magic Item Generation
Minor Medium Major Item
01–04 01–10 01–10 Armor and shields
05–09 11–20 11–20 Weapons
10–44 21–30 21–25 Potions
45–46 31–40 26–35 Rings
— 41–50 36–45 Rods
47–81 51–65 46–55 Scrolls
— 66–68 56–75 Staves
82–91 69–83 76–80 Wands
92–100 84–100 81–100 Wondrous items
Table: Armor and Shields
Minor Medium Major Item Base Price
01–60 01–05 — +1 shield 1,000 gp
61–80 06–10 — +1 armor 1,000 gp
81–85 11–20 — +2 shield 4,000 gp
86–87 21–30 — +2 armor 4,000 gp
— 31–40 01–08 +3 shield 9,000 gp
— 41–50 09–16 +3 armor 9,000 gp
— 51–55 17–27 +4 shield 16,000 gp
— 56–57 28–38 +4 armor 16,000 gp
— — 39–49 +5 shield 25,000 gp
— — 50–57 +5 armor 25,000 gp
— — — +6 armor/shield1 36,000 gp
— — — +7 armor/shield1 49,000 gp
— — — +8 armor/shield1 64,000 gp
— — — +9 armor/shield1 81,000 gp
— — — +10 armor/shield1 100,000 gp
88–89 58–60 58–60 Specific armor2 —
90–91 61–63 61–63 Specific shield3 —
92–100 64–100 64–100 Special ability and roll again2,3 —
1 Armor and shields can't have enhancement bonuses higher than +5. Use these lines to determine price when special abilities are added in.
2 Roll on Table: Specific Armors.
3 Roll on Table: Specific Shields.
Table: Armor Special Abilities
Minor Medium Major Special Ability Base Price Modifier
01–25 01–05 01–03 Glamered +2,700 gp
26–32 06–08 04 Fortification, light +1 bonus1
33–52 09–11 — Slick +3,750 gp
53–92 12–17 — Shadow +3,750 gp
93–96 18–19 — Spell resistance (13) +2 bonus1
97 20–29 05–07 Slick, improved +15,000 gp
98–99 30–49 08–13 Shadow, improved +15,000 gp
— 50–74 14–28 Energy resistance +18,000 gp
— 75–79 29–33 Ghost touch +3 bonus1
— 80–84 34–35 Invulnerability +3 bonus1
— 85–89 36–40 Fortification, moderate +3 bonus1
— 90–94 41–42 Spell resistance (15) +3 bonus1
— 95–99 43 Wild +3 bonus1
— — 44–48 Slick, greater +33,750 gp
— — 49–58 Shadow, greater +33,750 gp
— — 59–83 Energy resistance, improved +42,000 gp
— — 84–88 Spell resistance (17) +4 bonus1
— — 89 Etherealness +49,000 gp
— — 90 Undead controlling +49,000 gp
— — 91–92 Fortification, heavy +5 bonus1
— — 93–94 Spell resistance (19) +5 bonus1
— — 95–99 Energy resistance, greater +66,000 gp
100 100 100 Roll twice again2 —
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
Table: Shield Special Abilities
Minor Medium Major Special Ability Base Price Modifier
01–20 01–10 01–05 Arrow catching +1 bonus1
21–40 11–20 06–08 Bashing +1 bonus1
41–50 21–25 09–10 Blinding +1 bonus1
51–75 26–40 11–15 Fortification, light +1 bonus1
76–92 41–50 16–20 Arrow deflection +2 bonus1
93–97 51–57 21–25 Animated +2 bonus1
98–99 58–59 — Spell resistance (13) +2 bonus1
— 60–79 26–41 Energy resistance +18,000 gp
— 80–85 42–46 Ghost touch +3 bonus1
— 86–95 47–56 Fortification, moderate +3 bonus1
— 96–98 57–58 Spell resistance (15) +3 bonus1
— 99 59 Wild +3 bonus1
— — 60–84 Energy resistance, improved +42,000 gp
— — 85–86 Spell resistance (17) +4 bonus1
— — 87 Undead controlling +49,000 gp
— — 88–91 Fortification, heavy +5 bonus1
— — 92–93 Reflecting +5 bonus1
— — 94 Spell resistance (19) +5 bonus1
— — 95–99 Energy resistance, greater +66,000 gp
100 100 100 Roll twice again2 —
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
Table: Weapons
Minor Medium Major Weapon Bonus Base Price1
01–70 01–10 — +1 2,000 gp
71–85 11–29 — +2 8,000 gp
— 30–58 01–20 +3 18,000 gp
— 59–62 21–38 +4 32,000 gp
— — 39–49 +5 50,000 gp
— — — +62 72,000 gp
— — — +72 98,000 gp
— — — +82 128,000 gp
— — — +92 162,000 gp
— — — +102 200,000 gp
86–90 63–68 50–63 Specific weapon3 —
91–100 69–100 64–100 Special ability and roll again4 —
1 For ammunition, this price is for 50 arrows, bolts, or bullets.
2 A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special abilities are added in.
3 See Table: Specific Weapons.
4 See Table: Melee Weapon Special Abilities for melee weapons and Table: Ranged Weapon Special Abilities for ranged weapons.
Table: Melee Weapon Special Abilities
Minor Medium Major Special Ability Base Price Modifier1
01–10 01–06 01–03 Bane +1 bonus
11–17 07–12 — Defending +1 bonus
18–27 13–19 04–06 Flaming +1 bonus
28–37 20–26 07–09 Frost +1 bonus
38–47 27–33 10–12 Shock +1 bonus
48–56 34–38 13–15 Ghost touch +1 bonus
57–67 39–44 — Keen2 +1 bonus
68–71 45–48 16–19 Ki Focus +1 bonus
72–75 49–50 — Merciful +1 bonus
76–82 51–54 20–21 Mighty cleaving +1 bonus
83–87 55–59 22–24 Spell storing +1 bonus
88–91 60–63 25–28 Throwing +1 bonus
92–95 64–65 29–32 Thundering +1 bonus
96–99 66–69 33–36 Vicious +1 bonus
— 70–72 37–41 Anarchic +2 bonus
— 73–75 42–46 Axiomatic +2 bonus
— 76–78 47–49 Disruption3 +2 bonus
— 79–81 50–54 Flaming burst +2 bonus
— 82–84 55–59 Icy burst +2 bonus
— 85–87 60–64 Holy +2 bonus
— 88–90 65–69 Shocking burst +2 bonus
— 91–93 70–74 Unholy +2 bonus
— 94–95 75–78 Wounding +2 bonus
— — 79–83 Speed +3 bonus
— — 84–86 Brilliant energy +4 bonus
— — 87–88 Dancing +4 bonus
— — 89–90 Vorpal2 +5 bonus
100 96–100 91–100 Roll again twice4 —
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Piercing or slashing weapons only (slashing only for vorpal). Reroll if randomly generated for a bludgeoning weapon.
3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
4 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivalents can't total more than +10.
Table: Ranged Weapon Special Abilities
Minor Medium Major Special Ability Base Price Modifier1
01–12 01–08 01–04 Bane2 +1 bonus
13–25 09–16 05–08 Distance +1 bonus
26–40 17–28 09–12 Flaming2 +1 bonus
41–55 29–40 13–16 Frost2 +1 bonus
56–60 41–42 — Merciful2 +1 bonus
61–68 43–47 17–21 Returning +1 bonus
69–83 48–59 22–25 Shock2 +1 bonus
84–93 60–64 26–27 Seeking +1 bonus
94–99 65–68 28–29 Thundering2 +1 bonus
— 69–71 30–34 Anarchic2 +2 bonus
— 72–74 35–39 Axiomatic2 +2 bonus
— 75–79 40–49 Flaming burst2 +2 bonus
— 80–82 50–54 Holy2 +2 bonus
— 83–87 55–64 Icy burst2 +2 bonus
— 88–92 65–74 Shocking burst2 +2 bonus
— 93–95 75–79 Unholy2 +2 bonus
— — 80–84 Speed +3 bonus
— — 85–90 Brilliant energy +4 bonus
100 96–100 91–100 Roll again twice2 —
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition.
3 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivalents can't total more than +10.
Table: Specific Weapons
Minor Medium Major Specific Weapon Market Price
01–15 — — Sleep arrow 132 gp
16–25 — — Screaming bolt 267 gp
26–45 — — Silver dagger, masterwork 322 gp
46–65 — — Cold iron longsword, masterwork 330 gp
66–75 01–09 — Javelin of lightning 1,500 gp
76–80 10–15 — Slaying arrow 2,282 gp
81–90 16–24 — Adamantine dagger 3,002 gp
91–100 25–33 — Adamantine battleaxe 3,010 gp
— 34–37 — Slaying arrow (greater) 4,057 gp
— 38–40 — Shatterspike 4,315 gp
— 41–46 — Dagger of venom 8,302 gp
— 47–51 — Trident of warning 10,115 gp
— 52–57 01–04 Assassin's dagger 10,302 gp
— 58–62 05–07 Shifter's sorrow 12,780 gp
— 63–66 08–09 Trident of fish command 18,650 gp
— 67–74 10–13 Flame tongue 20,715 gp
— 75–79 14–17 Luck blade (0 wishes) 22,060 gp
— 80–86 18–24 Sword of subtlety 22,310 gp
— 87–91 25–31 Sword of the planes 22,315 gp
— 92–95 32–37 Nine lives stealer 23,057 gp
— 96–98 38–42 Oathbow 25,600 gp
— 99–100 43–46 Sword of life stealing 25,715 gp
— — 47–51 Mace of terror 38,552 gp
— — 52–57 Life-drinker 40,320 gp
— — 58–62 Sylvan scimitar 47,315 gp
— — 63–67 Rapier of puncturing 50,320 gp
— — 68–73 Sun blade 50,335 gp
— — 74–79 Frost brand 54,475 gp
— — 80–84 Dwarven thrower 60,312 gp
— — 85–91 Luck blade (1 wish) 62,360 gp
— — 92–95 Mace of smiting 75,312 gp
— — 96–97 Luck blade (2 wishes) 102,660 gp
— — 98–99 Holy avenger 120,630 gp
— — 100 Luck blade (3 wishes) 142,960 gp
Table: Potions
Minor Medium Major Spell Level Caster Level
01–20 — — 0 1st
21–60 01–20 — 1st 1st
61–100 21–60 01–20 2nd 3rd
— 61–100 21–100 3rd 5th
Potion Costs
Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
0 25 gp 25 gp 25 gp —
1st 50 gp 50 gp 50 gp 50 gp
2nd 300 gp 400 gp 400 gp 400 gp
3rd 750 gp 900 gp 1,050 gp 1,050 gp
Table: Scrolls
Minor Medium Major Spell Level Caster Level
01–05 — — 0 1st
06–50 — — 1st 1st
51–95 01–05 — 2nd 3rd
96–100 06–65 — 3rd 5th
— 66–95 01–05 4th 7th
— 96–100 06–50 5th 9th
— — 51–70 6th 11th
— — 71–85 7th 13th
— — 86–95 8th 15th
— — 96–100 9th 17th
Scroll Costs
Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
0 12.5 gp 12.5 gp 12.5 gp —
1st 25 gp 25 gp 25 gp 25 gp
2nd 150 gp 200 gp 200 gp 200 gp
3rd 375 gp 450 gp 525 gp 525 gp
4th 700 gp 800 gp 1,000 gp 1,000 gp
5th 1,125 gp 1,250 gp 1,625 gp —
6th 1,650 gp 1,800 gp 2,400 gp —
7th 2,275 gp 2,450 gp — —
8th 3,000 gp 3,200 gp — —
9th 3,825 gp 4,050 gp — —
Table: Wands
Minor Medium Major Spell Level Caster Level
01–05 — — 0 1st
06–60 — — 1st 1st
61–100 01–60 — 2nd 3rd
— 61–100 01–60 3rd 5th
— — 61–100 4th 7th
A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand's spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell × the creator's caster level × 750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 × material component cost). Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand.
Wand Costs
Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
0 375 gp 375 gp 375 gp —
1st 750 gp 750 gp 750 gp 750 gp
2nd 4,500 gp 6,000 gp 6,000 gp 6,000 gp
3rd 11,250 gp 13,500 gp 15,750 gp 15,750 gp
4th 21,000 gp 24,000 gp 30,000 gp 30,000 gp
Table: Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Unarmed Attacks
Gauntlet 2 gp 1d2 1d3 ×2 — 1 lb. B —
Unarmed strike — 1d2 1d3 ×2 — — B nonlethal
Light Melee Weapons
Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S —
Dagger, punching 2 gp 1d3 1d4 ×3 — 1 lb. P —
Gauntlet, spiked 5 gp 1d3 1d4 ×2 — 1 lb. P —
Mace, light 5 gp 1d4 1d6 ×2 — 4 lbs. B —
Sickle 6 gp 1d4 1d6 ×2 — 2 lbs. S trip
One-Handed Melee Weapons
Club — 1d4 1d6 ×2 10 ft. 3 lbs. B —
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lbs. B —
Morningstar 8 gp 1d6 1d8 ×2 — 6 lbs. B and P —
Shortspear 1 gp 1d4 1d6 ×2 20 ft. 3 lbs. P —
Two-Handed Melee Weapons
Longspear 5 gp 1d6 1d8 ×3 — 9 lbs. P brace, reach
Quarterstaff — 1d4/1d4 1d6/1d6 ×2 — 4 lbs. B double, monk
Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lbs. P brace
Ranged Weapons
Blowgun 2 gp 1 1d2 ×2 20 ft. 1 lb. P —
Darts, blowgun (10) 5 sp — — — — — — —
Crossbow, heavy 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P —
Bolts, crossbow (10) 1 gp — — — — 1 lb. — —
Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P —
Bolts, crossbow (10) 1 gp — — — — 1 lb. — —
Dart 5 sp 1d3 1d4 ×2 20 ft. 1/2 lb. P —
Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lbs. P —
Sling — 1d3 1d4 ×2 50 ft. — B —
Bullets, sling (10) 1 sp — — — — 5 lbs. — —
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 ×2 10 ft. 2 lbs. S —
Hammer, light 1 gp 1d3 1d4 ×2 20 ft. 2 lbs. B —
Handaxe 6 gp 1d4 1d6 ×3 — 3 lbs. S —
Kukri 8 gp 1d3 1d4 18–20/×2 — 2 lbs. S —
Pick, light 4 gp 1d3 1d4 ×4 — 3 lbs. P —
Sap 1 gp 1d4 1d6 ×2 — 2 lbs. B nonlethal
Shield, light special 1d2 1d3 ×2 — special B —
Spiked armor special 1d4 1d6 ×2 — special P —
Spiked shield, light special 1d3 1d4 ×2 — special P —
Starknife 24 gp 1d3 1d4 ×3 20 ft. 3 lbs. P —
Sword, short 10 gp 1d4 1d6 19–20/×2 — 2 lbs. P —
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 ×3 — 6 lbs. S —
Flail 8 gp 1d6 1d8 ×2 — 5 lbs. B disarm, trip
Longsword 15 gp 1d6 1d8 19–20/×2 — 4 lbs. S —
Pick, heavy 8 gp 1d4 1d6 ×4 — 6 lbs. P —
Rapier 20 gp 1d4 1d6 18–20/×2 — 2 lbs. P —
Scimitar 15 gp 1d4 1d6 18–20/×2 — 4 lbs. S —
Shield, heavy special 1d3 1d4 ×2 — special B —
Spiked shield, heavy special 1d4 1d6 ×2 — special P —
Trident 15 gp 1d6 1d8 ×2 10 ft. 4 lbs. P brace
Warhammer 12 gp 1d6 1d8 ×3 — 5 lbs. B —
Two-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 18–20/×2 — 8 lbs. S —
Glaive 8 gp 1d8 1d10 ×3 — 10 lbs. S reach
Greataxe 20 gp 1d10 1d12 ×3 — 12 lbs. S —
Greatclub 5 gp 1d8 1d10 ×2 — 8 lbs. B —
Flail, heavy 15 gp 1d8 1d10 19–20/×2 — 10 lbs. B disarm, trip
Greatsword 50 gp 1d10 2d6 19–20/×2 — 8 lbs. S —
Guisarme 9 gp 1d6 2d4 ×3 — 12 lbs. S reach, trip
Halberd 10 gp 1d8 1d10 ×3 — 12 lbs. P or S brace, trip
Lance 10 gp 1d6 1d8 ×3 — 10 lbs. P reach
Ranseur 10 gp 1d6 2d4 ×3 — 12 lbs. P disarm, reach
Scythe 18 gp 1d6 2d4 ×4 — 10 lbs. P or S trip
Ranged Weapons
Longbow 75 gp 1d6 1d8 ×3 100 ft. 3 lbs. P —
Arrows (20) 1 gp — — — — 3 lbs. — —
Longbow, composite 100 gp 1d6 1d8 ×3 110 ft. 3 lbs. P —
Arrows (20) 1 gp — — — — 3 lbs. — —
Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lbs. P —
Arrows (20) 1 gp — — — — 3 lbs. — —
Shortbow, composite 75 gp 1d4 1d6 ×3 70 ft. 2 lbs. P —
Arrows (20) 1 gp — — — — 3 lbs. — —
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Light Melee Weapons
Kama 2 gp 1d4 1d6 ×2 — 2 lbs. S monk, trip
Nunchaku 2 gp 1d4 1d6 ×2 — 2 lbs. B disarm, monk
Sai 1 gp 1d3 1d4 ×2 — 1 lb. B disarm, monk
Siangham 3 gp 1d4 1d6 ×2 — 1 lb. P monk
One-Handed Melee Weapons
Sword, bastard 35 gp 1d8 1d10 19–20/×2 — 6 lbs. S —
Waraxe, dwarven 30 gp 1d8 1d10 ×3 — 8 lbs. S —
Whip 1 gp 1d2 1d3 ×2 — 2 lbs. S disarm, nonlethal, reach, trip
Two-Handed Melee Weapons
Axe, orc double 60 gp 1d6/1d6 1d8/1d8 ×3 — 15 lbs. S double
Chain, spiked 25 gp 1d6 2d4 ×2 — 10 lbs. P disarm, trip
Curve blade, elven 80 gp 1d8 1d10 18–20/×2 — 7 lbs. S —
Flail, dire 90 gp 1d6/1d6 1d8/1d8 ×2 — 10 lbs. B disarm, double, trip
Hammer, gnome hooked 20 gp 1d6/1d4 1d8/1d6 ×3/×4 — 6 lbs. B or P double, trip
Sword, two-bladed 100 gp 1d6/1d6 1d8/1d8 19–20/×2 — 10 lbs. S double
Urgrosh, dwarven 50 gp 1d6/1d4 1d8/1d6 ×3 — 12 lbs. P or S brace, double
Ranged Weapons
Bolas 5 gp 1d3 1d4 ×2 10 ft. 2 lbs. B nonlethal, trip
Crossbow, hand 100 gp 1d3 1d4 19–20/×2 30 ft. 2 lbs. P —
Bolts (10) 1 gp — — — — 1 lb. — —
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lbs. P —
Bolts (5) 1 gp — — — — 1 lb. — —
Crossbow, repeating light 250 gp 1d6 1d8 19–20/×2 80 ft. 6 lbs. P —
Bolts (5) 1 gp — — — — 1 lb. — —
Net 20 gp — — — 10 ft. 6 lbs. — —
Shuriken (5) 1 gp 1 1d2 ×2 10 ft. 1/2 lb. P monk
Sling staff, halfling 20 gp 1d6 1d8 ×3 80 ft. 3 lbs. B —
Bullets, sling (10) 1 sp — — — — 5 lbs. — —
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.”
Table: Armor and Shields
Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight1
30 ft. 20 ft.
Light armor
Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lbs.
Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lbs.
Studded leather 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lbs.
Chain shirt 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lbs.
Medium armor
Hide 15 gp +4 +4 –3 20% 20 ft. 15 ft. 25 lbs.
Scale mail 50 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lbs.
Chainmail 150 gp +6 +2 –5 30% 20 ft. 15 ft. 40 lbs.
Breastplate 200 gp +6 +3 –4 25% 20 ft. 15 ft. 30 lbs.
Heavy armor
Splint mail 200 gp +7 +0 –7 40% 20 ft.2 15 ft.2 45 lbs.
Banded mail 250 gp +7 +1 –6 35% 20 ft.2 15 ft.2 35 lbs.
Half-plate 600 gp +8 +0 –7 40% 20 ft.2 15 ft.2 50 lbs.
Full plate 1,500 gp +9 +1 –6 35% 20 ft.2 15 ft.2 50 lbs.
Shields
Buckler 5 gp +1 — –1 5% — — 5 lbs.
Shield, light wooden 3 gp +1 — –1 5% — — 5 lbs.
Shield, light steel 9 gp +1 — –1 5% — — 6 lbs.
Shield, heavy wooden 7 gp +2 — –2 15% — — 10 lbs.
Shield, heavy steel 20 gp +2 — –2 15% — — 15 lbs.
Shield, tower 30 gp +43 +2 –10 50% — — 45 lbs.
Extras
Armor spikes +50 gp — — — — — — +10 lbs.
Gauntlet, locked 8 gp — — special n/a4 — — +5 lbs.
Shield spikes +10 gp — — — — — — +5 lbs.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.