Unmoveable (3.5e Equipment)

Unmoveable
As you activate the armor effect is shimmers briefly, locking into place and unable to budge an inch.

Summary::This armor can lock itself in place and become completely unmoveable, no matter now much force is applied to move it. The user may activate or deactivate the armor as a free action, and in doing so insure they are immune to any effects which would alter their position, including bull rushes, overruns, grapple attempts, trips, and disarming anything in the grip of their hand. When fighting defensively or using the total defense action, the bonus granted by them is doubled, and the user gains DR 5/- (for fighting defensive) or DR 10/- (for total defense). In addition the actual armor (not the user) is completely indestructable, regardless if its unmoveability is active or not.

The unmoveable effect reacts poorly with the unstoppable weapon enhancement. If the weapon strikes a suit of unmoveable armor which is employing its special property, physics breaks and causes both the owner of the unmoveable armor and the owner of the unstoppable weapon to take 20d6 points of damage from a brief crack in reality, no save. This damage applies even if the unstoppable weapon user is far away, employing an unstoppable ranged weapon.

Strong Transmutation; Caster level 21st; Craft Epic Magic Arms and Armor, time stop.; Price: Cost::+6