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150: Pearl Dragon Scale Armor

Tonight, the system truly seemed to be giving away a grand gift package.

As Lion completed his fitting, a full set of leather armor, the last magical equipment obtained tonight, automatically generated in his system space—

【Pearl Dragon Scale Armor】

Legend has it that this full set of soft Pearl Dragon Scale Armor, adorned with pearls, was the first magical Pearl Dragon Scale Armor custom-made by Lion Black for himself when he became Grand Duke Gorebest.

Armor Type: Medium Armor (Automatically proficient in medium armor)

Rarity: Extremely Rare (Requires attunement)

Basic Attributes:

• Defense Class (AC): 2 + Dexterity Modifier (max +2), disadvantage on land stealth checks, advantage on underwater stealth checks

• Dominance Aura: Charisma +2, advantage on negotiation checks with Dragon creatures

• Acid Resistance: Wearer has resistance to acid damage (+20% acid resistance, immune if save is successful)

• Dragon Fear Suppression: Advantage on saving throws against fear effects from Pearl Dragons or other Dragon creatures

Equipment Abilities:

• 1st to 5th Level Divine Spells (1 random divine spell per level per day, Casting Attribute: Wisdom, 1st level divine spell DC12, 2nd level divine spell DC13, 3rd level divine spell DC14, 4th level divine spell DC15, 5th level divine spell DC16):

1st Level Divine Spell List:

Create Water (Caster can choose to create 1 gallon of fresh water or 1 gallon of saltwater)

Water Shield (AC+2, melee attackers take 1d4 acid damage)

Pearl Light (30-foot radius illumination, heals 1d8 HP, underwater range doubled)

Healing Word (Restores 2d8+4 HP to a single target within 30 feet, an additional +1d8 if target is an aquatic creature)

Tidal Sense (Sense water flow within 1 mile, locate creature tracks, underwater expands to 6 miles and accuracy +30%)

2nd Level Divine Spell List:

Lesser Restoration (Removes poison/disease, with calcification protection (target AC-1, save +1 for 1 hour))

Tidal Blade (Summon 3 acid water blades, 2d8 slashing + 1d6 acid, automatically tracks underwater targets)

Water Breathing (Grants 10 creatures 24 hours of water breathing, with pearl gills that filter toxins)

Coral Growth (Create a 20-foot coral barrier (AC15, HP30), can imprison medium creatures)

Mist Form (Transforms into a 30-foot acid mist, immune to physical damage, deals 1d6 acid damage to creatures touched each round)

3rd Level Divine Spell List:

Acid Thunder (Within 120 feet casting range, at a visible point above the caster, generate a 10-foot high, 60-foot radius cylindrical thundercloud area. 3d10 lightning damage + 2d6 acid damage, underwater conduction range increased by 50%)

Protection from Energy Damage (Acid/Cold)

Water Walk (Allows caster and up to 10 willing creatures within 10 feet to walk on water, lasts an additional 10 minutes per caster level)

Tidal Surge (Create a 60-foot current (speed 40 feet), pushes creatures and deals 3d6 bludgeoning damage)

Mass Cure (Heals 3d8 HP to 4 targets within 30 feet, caster restores an equal amount of HP simultaneously)

4th Level Divine Spell List:

Control Weather (Local heavy rain/dense fog, caster creates a 2d10-foot radius heavy rain/dense fog at any visible location within 120 feet, lasts an additional 10 minutes and 1d10 feet radius per caster level, range and duration doubled in water areas)

Control Water Level (Raise/lower water level within 100 feet (max 30 feet), form whirlpools (DC16 Strength save to escape))

Wrath of the Sea (60-foot cone wave impact (4d8 bludgeoning + knockdown), underwater targets take an additional 2d6 pressure damage)

Summon Water Elemental · Pearl Variant (Summon Water Elemental with a pearl shell (HP+20, AC+4, attacks apply calcification effect))

5th Level Divine Spell List:

Ice Shield (AC+5, gain 30 temporary HP and reflect melee damage, lasts 8 hours)

Tsunami (Summon a 100-foot linear giant wave (8d8 bludgeoning + grapple), destroys buildings and ships, doubled in water areas)

Nature's Guardian · Deep Sea (Summon 3 giant deep-sea creatures, such as sharks/octopuses, lasts 1 hour)

Pearl Barrier (Create a 30-foot protective shield, absorbs 80 damage, releases 4d8 acid burst when broken)

Tidal Resurrection (Consumes a pearl worth at least 2000 gold pieces, resurrects a creature dead for less than or equal to 7 days, and temporarily grants it water breathing, 60-foot swimming speed, and acid resistance)

• 1st to 6th Level Arcane Spells (1 random arcane spell per level per day, Casting Attribute: Charisma, 1st level arcane spell DC12, 2nd level arcane spell DC13, 3rd level arcane spell DC14, 4th level arcane spell DC15, 5th level arcane spell DC16, 6th level arcane spell DC17):

1st Level Arcane Spell List:

Acid Missile (3 acid missiles, 1d4+4 acid, calcified targets take an additional 1d4)

Water Flow Impact (30-foot water push, DC14 Strength save failure knocks back 15 feet)

Pearl Illusion (Create 1 mirror image, AC14, HP12, releases blinding flash when destroyed)

Shield Spell · Calcification (AC+5, melee attackers take 1d4 acid damage and AC-1, stacks 3 times)

Acid Armor (Target creature AC+2, creatures touching take 1d6 acid damage, lasts 1 hour)

2nd Level Arcane Spell List:

Pearl Mirror Image (3 images, AC12, HP10, explodes for 2d4 acid + 1 round blindness)

Ray of Frost (60-foot ray, 3d6 cold damage, target speed halved on hit, freezes underwater)

Suffocating Water Prison (Restrains medium creature and applies underwater suffocation, 2d6 damage per round, calcified targets have disadvantage)

Acid Mist (20-foot cube of acid mist, obscured vision, 1d6 acid per round, spreads to 40 feet underwater)

Tidal Step (Teleport to water within 120 feet, leaving behind an acid trap, 2d6 acid damage)

3rd Level Arcane Spell List:

Tidal Ice Arrow (4d6 cold + 2d6 acid damage, forms a 10-foot frozen area, slows by 50%)

Acid Burst (20-foot radius 4d6 acid, destroys non-magical metal equipment, DC15 identify save)

Pearl Golem (Create a substitute golem with 500gp pearl, withstands a single attack/spell, explodes to deal 4d6 acid damage to creatures or constructs within 30-foot radius)

Dragon Blood Boil (Wearer gains +3 to attack rolls, all damage +1d6, lasts 10 minutes, adds 1 minute per level)

Water Walk (Freely traverse water, including Water Elemental Creatures, speed +30 feet)

4th Level Arcane Spell List:

Acid Storm (40-foot radius 6d8 acid, ground forms calcified area, movement speed -10 feet)

Abyssal Dimension (Create a 50-foot diameter extradimensional domain, gravity x3, all creatures take 1d6 force damage per round)

Pearl Clone (Create 1 physical clone (50% HP), inherits 50% of original's spell abilities)

draconic Curse (Target creature's language ability is sealed, casting requires DC17 Wisdom save, spell backlash on failure)

Pearl Matrix (Set up a 3x3 foot pearl magic circle, entering triggers chain acid explosion (2d6 acid damage per square, stacks up to 9 times)

5th Level Arcane Spell List:

Extreme Cold Domain (60-foot radius -30℃ low temperature, non-cold resistant creatures take 3d6 cold damage + speed reduced to zero per round)

Acid Domain (All non-magical metal within 30 feet corrodes 10% per round, creatures take 2d6 acid damage)

Pearl Divination (Foretell events within the next 24 hours, 80% accuracy, requires 5 pearls worth 1000gp each)

Pearl Imprisonment (Seal a target (≤ Giant) with a pearl worth at least 1000gp, requires legendary spell or artifact to break)

Tidal Gate (Teleportation gate connecting oceans and lakes, limited to 10 creatures per day, if cast continuously at the same location for 1 year, a permanent teleportation gate is created, limited to 100 creatures per day)

6th Level Arcane Spell List:

Eternal Pearl (Create a 30-foot diameter pearl barrier, immune to spells below 9th level, lasts until next lunar phase change)

Tidal Master (Control all water within 1 mile, create islands/trenches/giant waves, lasts 1 hour)

Deep Sea Devourer (Summon a Kraken-level creature, HP250, tentacles grapple + acid bite, lasts 10 minutes)

Pearl Dragon Fear (All creatures within 300 feet make a DC20 Wisdom save, failure results in permanent fear and AC-1 per minute)

draconic Rampage (Transform into a half-dragon form, AC+5, damage doubled, but requires consuming 1 pearl worth at least 1000gp per hour to maintain)

...

Can consume 1 natural pearl (worth at least 500 gold pieces) to specify the divine and arcane spells active for each level that day. These spells can be retained until consumed or actively erased by the wearer, after which the available spells for each level will return to randomness the next day.

• Pearlescent Recoil

When a melee attack hits the wearer, the attacker must pass a DC15 Dexterity save, failing which they take 2d6 acid damage and gain 1 stack of "Calcification" effect (each stack reduces target's AC by 1, lasts 1 hour, stacks up to AC-5)

• Tidal Resonance

- Gains 30-foot swimming speed and can breathe freely when fighting underwater

- Once per day, as a bonus action, cast "Acid Mist" (20-foot cube, creatures within range have obscured vision and take 1d4 acid damage per round)

• Pearl Proliferation: After the armor absorbs 100 points of acid damage, 1d4 miniature pearls (each worth 10 gold pieces) will grow on its surface, usable as spell components or trade currency

• Lunar Phase Amplification: Arcane spell damage +2d6 during new moon; divine spell healing doubled during full moon, armor's "Tidal Resonance" uses doubled, and swimming speed increases to 60 feet, acid mist range expands to 40 feet

• Dragon Lair Sense

Consume 1 natural pearl (worth at least 100 gold pieces) to activate, can sense the direction and distance of Pearl Dragons within 30 miles, lasts 10 minutes

• Pearl Recharge: For every 1 pearl worth 1000gp consumed, an additional spell of the same level can be cast (1 pearl for 1st level, 2 for 2nd, and so on)

• Calcification Synergy: For targets whose AC is reduced by calcification, spell attack rolls gain a bonus equal to the AC reduction

• Cursed Trait: If the wearer stays in a non-saltwater environment for more than 8 hours, the armor's AC bonus is nullified until re-immersed in saltwater

• Alignment Restriction: If worn by a chaotic aligned character, they must pass a DC12 Wisdom save daily, otherwise "Acidic Self-Corrosion" is triggered (loses 1d4 HP per round, lasts 1 minute).

Weight: 15 lbs

Requirement: Strength 5

Usage Restriction: Only for Lion Black himself and his bloodline descendants.

...

Another exclusive equipment!

Such a powerful magical leather armor, especially its ability to cast both divine and arcane spells inherited from the Pearl Dragon, although only one spell slot per level per day, does not negate its power.

However, Lion's current Wisdom and Charisma attributes only allowed him to use one 1st level divine spell and one 1st level arcane spell.

But with the equipment's Charisma bonus, he could cast all 1st to 6th level arcane spells.

And to cast 1st to 5th level divine spells, he only needed to drink a Potion of Insight, which would maintain his Wisdom at 18 for 8 hours.

Simply put, as long as he was willing to spend money, he could gain 5 powerful divine spells and 5 powerful arcane spells each day.

The curse of losing defense after 8 hours out of saltwater was also easy to solve; he had the Dragon King instantly teleport back to Black Panther Fortress to swallow some seawater from Treasure Sword Sea and store it in his system space.

Every night, he would take off this scale armor and store it soaking in seawater.

Aside from the crown, all other clothing and equipment were already decided.

But Lion absolutely refused to wear the heavy crown, reasoning that it was too heavy and wearing it would affect his growth.

Seeing the persistent gazes of those around him, the young lord had no choice but to use the Qiankun Ring's ability to conjure a crown identical to the original except for its weight, and placed it on his head.

He even used energy to generate a halo behind his head, to conceal his true appearance.

He did not expect that this inspiration, derived from the halos behind the gods in the Western murals of the Blue Planet, made him appear even more solemn and sacred.

Behind him, everyone, led by Holy Knight Randel, knelt down.

The young man was a bit bewildered internally: What's happening? I just added a little light.

On this night when many were too excited to sleep, Lion, tired from the day, fell into a deep slumber.

When he woke again, it was dawn.

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