Armor Crypt (3.5e Spell)
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.
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 |
Material Component: A steel spike wrapped in jagged golden wire (value 250 gp).
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