Rune of Armor (3.5e Spell)

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Rune of Armor
Level: Cleric 5, Wizard/Sorcerer 5, Dwarf 4, Rune 4
Components: V, S
Casting time: 1 full round
Range: Touch
Target, or Effect: Armor or shield touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You use your finger to draw an arcane rune onto a suit of armor or a shield. It gains an enhancement bonus of +1 per four caster levels (rounded up, maximum of +5 at 17th level). Alternatively, you can grant the armor or shield a special property whose total is equal to or less than the maximum enhancement bonus you could grant, though it must have a minimum of a +1 enhancement bonus. For example, an 18th level sorcerer could use rune of armor to turn a suit of ordinary chainmail into a suit of +2 ghost touch chainmail. He could not, however, create a suit of heavy fortification chainmail because it lacks a +1 enhancement bonus.

In addition, the armor becomes much easier to wear for the duration of the spell. It's maximum Dexterity bonus and armor check penalty improve by 3, and its arcane spell failure drops by 15%.

Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsSorcerer/Wizard

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