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