Devil Armor (3.5e Spell)
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Transmutation [Evil, Devil Lore] | |
Level: | Sor/Wiz 1 |
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Components: | V, S, M |
Casting time: | 1 standard action |
Range: | Personal |
Target: | self |
Duration: | 1 min/lvl |
Saving Throw: | none |
Spell Resistance: | no |
The caster draws out a contract written in his own blood and a gold coin, which both disappear in a flash of red smoke. Transparent armor with a red glow seems to surround the caster.
Devil Armor grants different effects depending on the number of Devil Lore spells active on the caster or cast during the duration of this spell. For each Devil Lore spell currently active on the caster (including this spell) as well as cast during the duration of this spell, Devil Armor has the following effects:
Number of Spells Cast | Effect |
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1 | Grants a +2 armor bonus to AC, Caster is treated as if having armor spikes (2 size categories smaller) |
2 | Grants a +3 armor bonus to AC, Caster is treated as if having armor spikes (2 size categories smaller) |
3 | Grants a +4 armor bonus to AC, Caster is treated as if having armor spikes (2 size categories smaller) |
4 | Grants a +5 armor bonus to AC, Caster is treated as if having armor spikes (1 size category smaller) |
5 | Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (1 size categoriy smaller) |
6 | Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (for their size category) |
7 | Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (for their size category) |
8 | Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (for one size category larger) |
9 | Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (for two size categories larger) |
Any round in which the caster casts a Devil Lore spell, all other active Devil Lore spells have their duration extended by one round.
Material Component[edit]
A piece of parchment with an unsigned devil's contract written in the blood of the caster as well as 1 gold piece. The parchment costs 1 gold piece to prepare in addition to the 1 gold piece consumed in the casting. It also causes 1 hitpoint to be lost from the caster's total hitpoints, which cannot be restored until the material component is destroyed (either physically or during the casting of this spell).
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