Magical Vestment (spell)

From The Authentic D&D Wiki
Revision as of 23:55, 14 February 2020 by Simon (talk | contribs)
Jump to navigationJump to search
Magical Vestment
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 armor (AC 4), with a +1 bonus to armor 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 armor class. Armor may be worn in conjunction with the vestment, but unless the armor 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 unarmored.

Only classes normally able to use armor may be affected by magical vestment.