Difference between revisions of "Armour (spell)"

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| level = [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
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Envelops the recipient in a protective magical shell. Until the armor is destroyed (see below), all damage that befalls the recipient will first be applied to the armor. This will also exempt the recipient from being stunned by hits so long as the armor prevails.
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The armor spell will provide an armor class equivalent to wearing leather armor, or AC 8. The spell has no cumulative impact upon other armor, meaning that if the recipient already wears armor equivalent to leather or better, the spell will not improve the character's armor class. However, the spell will work jointly with a dexterity or magical bonus (apart from magical armor). Thus, the spell accompanied by a +1 ring of protection would provide AC 7. The spell accompanied by a 15 dexterity would also provide AC 7.
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The total amount of damage the armor can absorb is equal to 1d8 +1 per level of the caster. Once this damage is accrued, all benefits of the spell are lost. If damage is caused greater than the absorbing capacity of the spell, additional damage is applied directly to the recipient.
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The effect will be dispelled by the rising sun, regardless of when the spell was cast. Thus, the spell cast fourteen hours before sunrise and one minute before sunrise would end at the same moment. Obviously, then, it is useful to cast the spell early in the day.

Revision as of 02:04, 20 October 2021

Armour (spell).jpg
Armour
Range touch
Duration sunrise or until destroyed
Area of Effect 1 creature
Casting Time 1 round
Saving Throw none
Level mage (1st)


Envelops the recipient in a protective magical shell. Until the armor is destroyed (see below), all damage that befalls the recipient will first be applied to the armor. This will also exempt the recipient from being stunned by hits so long as the armor prevails.

The armor spell will provide an armor class equivalent to wearing leather armor, or AC 8. The spell has no cumulative impact upon other armor, meaning that if the recipient already wears armor equivalent to leather or better, the spell will not improve the character's armor class. However, the spell will work jointly with a dexterity or magical bonus (apart from magical armor). Thus, the spell accompanied by a +1 ring of protection would provide AC 7. The spell accompanied by a 15 dexterity would also provide AC 7.

The total amount of damage the armor can absorb is equal to 1d8 +1 per level of the caster. Once this damage is accrued, all benefits of the spell are lost. If damage is caused greater than the absorbing capacity of the spell, additional damage is applied directly to the recipient.

The effect will be dispelled by the rising sun, regardless of when the spell was cast. Thus, the spell cast fourteen hours before sunrise and one minute before sunrise would end at the same moment. Obviously, then, it is useful to cast the spell early in the day.