Magical Vestment (spell)

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Magical vestment is a spell that conjures divine attire imbued with a mystical equivalence to banded armour, granting the wearer an armour class (AC) of 4. These vestments can be bestowed upon any humanoid recipient, and any additional bonuses from dexterity and other magical items, such as a ring of protection, stack together with the vestment's enchantment.

Magical Vestment
Range touch
Duration 6 rounds per level
Area of Effect 1 creature
Casting Time 2 rounds
Saving Throw none
Level bard (3rd); cleric (3rd)

Further, the recipient has the option to wield a shield and wear a helmet, which enhances their armour class in the customary manner. Additionally, for each three levels beyond the 5th, an incremental +1 bonus is incorporated into the vestment's armor class (e.g., AC 3 at 8th level, AC 2 at 11th level, AC 1 at 14th level, and so forth). This supplementary bonus also applies when making saving throws against attacks that pose a danger to the recipient's person.

Armour may be worn in addition to the vestment, but the effects of this armour should be treated separately and not in addition to the vestment's effect. For example, a character wearing scale mail becomes a recipient of magical vestment; because the vestment's armour class is better than that of scale mail, the latter is ignored for the purpose of combat. If the recipient were to be wearing plate mail, on the other hand, which would provide 1 better armour class than the vestment as cast by a 5th level, the magical vestment's effect would be ignored.

Only character classes that are able to wear armour may be affected by the spell. Otherwise, the caster's deity would refuse to bestow the spell's effect.