Armor Crypt (3.5e Spell)
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Transmutation | |
Level: | Sorcerer/Wizard 5, Warmage 5 |
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Components: | V, S, M |
Casting time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | Mobile Emanation (20 ft. area) |
Duration: | Concentration (up to 1 round/level) |
Saving Throw: | Fortitude half |
Spell Resistance: | No |
Creatures caught in this spell’s area of effect suffer
continuing damage as their armour sprouts spikes on its
interior. At the end of each round a target is in the area
of effect, he suffers one hit point of damage per point
of Armour Class that is provided from worn armour.
Magical bonuses to Armour Class do not count, only
the physical Armour Class of the original object is used
to determine damage sustained. Thus, a suit of padded
armour causes one point of damage per turn while a
suit of banded mail causes six hit points of damage
each turn, regardless of any enchantments on either
suit of armour. Note that Armour Class provided by
shields does not contribute to this total for purposes of
calculating damage.
A successful Fortitude save halves damage (to a minimum
of one hit point of damage) for a single round but does
not provide the creature with further immunity. A new
save must be made each round a target is in the area of
effect, regardless of how briefly.
When the spell expires, the spikes on the interior of
the armour disappear and the armour may be worn
normally.
Material Component: A steel spike wrapped in jagged golden wire (value 250 gp).
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