Magical Vestment (spell)
From The Authentic D&D Wiki
Revision as of 17:13, 11 July 2020 by Tao alexis (talk | contribs)
Range | touch |
Duration | 6 rounds per level |
Area of Effect | 1 creature |
Casting Time | 2 rounds |
Saving Throw | none |
Level | cleric (3rd) |
Creates the magical equivalent to banded armour (AC 4), with a +1 bonus to armour class every three levels above fifth (AC 3 at 8th level, AC 2 at 11th level and so on). The recipient may wear shield and helmet in addition to the vestment, which will affect the recipient normally; likewise, dexterity will continue to increase the recipient’s armour class. Armour may be worn in conjunction with the vestment, but unless the armour itself is better than the vestment’s protection, no improvement will be gained.
Because the vestment has no weight, movement for the recipient is equivalent to being unarmoured.
Only classes normally able to use armour may be affected by magical vestment.