Difference between revisions of "Armour (spell)"

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[[File:Armour (spell).jpg|right|490px|thumb]]
 
[[File:Armour (spell).jpg|right|490px|thumb]]
'''Armour''' conjures a suit of invisible magical [[Armour List|armour]] that surrounds the recipient.  The spell creates an [[Armour Class|armour class]] (AC) equal to wearing [[Leather Armour|leather armour]] — that is, AC 8.  In addition, [[Damage (hit points)|damage]] that would normally befall the recipient is instead absorbed by the armour.  When the armour has taken '''1d8 +1''' [[Hit Points|hit points]] (h.p.) per [[Experience Level|level]] of the caster, the armour is destroyed and the dweomer ends.
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'''Armour''' conjures a suit of invisible magical [[Armour List|armour]] that surrounds the recipient.  The spell creates an [[Armour Class|armour class]] (AC) equal to wearing [[Leather Armour|leather armour]] — that is, "AC 8." In addition, [[Damage (hit points)|damage]] that would normally befall the recipient is instead absorbed by the armour.  When the armour has taken '''1d8 +1''' [[Hit Points|hit points]] (h.p.) per [[Experience Level|level]] of the caster, the armour is destroyed and the dweomer ends.
  
 
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Because the armour is mopping up damage, for as long as it survives, the dweomer protects the recipient from being [[Stun Lock|stunned]].  However, if an amount of damage is caused that supercedes the capacity of the armour to protect, then additional damage will accrue to the recipient.  '''For example''', Franklin's armour has 4 damage left that it can sustain.  Franklin's h.p. are 12 h.p.  With the next round, Franklin takes 7 points of damage, destroying the armour; Franklin takes the remaining 3 damage to himself.  Because this is one-quarter of Franklin's h.p., Franklin is also stunned by the hit.
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Misses against the recipient's AC don't cause damage to the armour; only hits are applied.  When the armour is mopping up damage, for as long as it survives, the dweomer protects the recipient from being [[Stun Lock|stunned]].  However, if an amount of damage is caused that supercedes the capacity of the armour to protect, then additional damage will accrue to the recipient.  '''For example''', Franklin's armour has 4 damage left that it can sustain.  Franklin's h.p. are 12 h.p.  With the next round, Franklin takes 7 points of damage, destroying the armour; Franklin takes the remaining 3 damage to himself.  Because this is one-quarter of Franklin's h.p., Franklin is also stunned by the hit.
  
 
== Used Jointly with other Protection ==
 
== Used Jointly with other Protection ==
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Benefits of the spell don't increase the effects of other armour.  If Franklin is already wearing leather armour, then his AC would still be "8."  If he wore [[Chain Mail|chain mail]], the chain mail's AC applies.
  
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The spell's AC can be improved by magic protections such as [[Cloak of Protection|cloaks]] or [[Ring of Protection|rings]], which give bonuses.  Additional, the recipient's [[Dexterity (ability stat)|dexterity]] will also improve AC.
  
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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== Duration ==
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Regardless of the time of day when the spell is cast, the magic will end with the rising sun, whether or not the recipient is able to witness it. This is true whether the effect is created 14 hours before sunrise or 1 minute before.
  
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.
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See [[Phantom Armour (spell)]]
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[[Category: Magical Spells]]

Revision as of 17:18, 20 October 2021

Armour (spell).jpg

Armour conjures a suit of invisible magical armour that surrounds the recipient. The spell creates an armour class (AC) equal to wearing leather armour — that is, "AC 8." In addition, damage that would normally befall the recipient is instead absorbed by the armour. When the armour has taken 1d8 +1 hit points (h.p.) per level of the caster, the armour is destroyed and the dweomer ends.

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

Misses against the recipient's AC don't cause damage to the armour; only hits are applied. When the armour is mopping up damage, for as long as it survives, the dweomer protects the recipient from being stunned. However, if an amount of damage is caused that supercedes the capacity of the armour to protect, then additional damage will accrue to the recipient. For example, Franklin's armour has 4 damage left that it can sustain. Franklin's h.p. are 12 h.p. With the next round, Franklin takes 7 points of damage, destroying the armour; Franklin takes the remaining 3 damage to himself. Because this is one-quarter of Franklin's h.p., Franklin is also stunned by the hit.

Used Jointly with other Protection

Benefits of the spell don't increase the effects of other armour. If Franklin is already wearing leather armour, then his AC would still be "8." If he wore chain mail, the chain mail's AC applies.

The spell's AC can be improved by magic protections such as cloaks or rings, which give bonuses. Additional, the recipient's dexterity will also improve AC.

Duration

Regardless of the time of day when the spell is cast, the magic will end with the rising sun, whether or not the recipient is able to witness it. This is true whether the effect is created 14 hours before sunrise or 1 minute before.


See Phantom Armour (spell)