Armor - Protective Membrane Conjuration

Armor - Protective Membrane Conjuration

 UA: Page 51-52

Conjuration

Level: 1
Range: Touch
Duration: Special
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

By means of this spell, the caster creates a magical field of force which serves as if it were leather armor (AC 8).  If the spell is cast on a person already armored, it has no effect.  However, if it is cast on a creature with an armor class normally better than 9 (due to size, speed, skin, etc.) it will benefit the normal armor class by one step, i.e. AC 8 becomes 7, AC 7 becomes 6, and so on.  The magic armor spell does not slow or hinder movement, adds no weight or encumbrance, nor does it prevent spell casting.  It lasts until dispelled or the wearer sustains cumulative damage totaling greater than 8 points + 1 point / level of the caster.  Thus, the wearer might take 8 points from an attack, then seven turn later sustain an additional 1 point of damage.  Unless the spell were cast by a magic-user of 2nd level or higher, it would be dispelled at this time.  Until it is dispelled, the armor spell allows the wearer full benefits of the armor class gained due to the dweomer.

Note: This spell will not function in conjunction with protective magic devices other than a ring of protection.  The material component is a piece of finely cured leather which has been blessed by a cleric.

DMG: n/a

In My Campaign: No change.

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.