Devil Armor (3.5e Spell)

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
Transmutation [Evil, Devil Lore]
Level: Sor/Wiz 1
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: self
Duration: 1 min/lvl
Saving Throw: none
Spell Resistance: no

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 CastEffect
1Grants a +2 armor bonus to AC, Caster is treated as if having armor spikes (2 size categories smaller)
2Grants a +3 armor bonus to AC, Caster is treated as if having armor spikes (2 size categories smaller)
3Grants a +4 armor bonus to AC, Caster is treated as if having armor spikes (2 size categories smaller)
4Grants a +5 armor bonus to AC, Caster is treated as if having armor spikes (1 size category smaller)
5Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (1 size categoriy smaller)
6Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (for their size category)
7Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (for their size category)
8Grants a +6 armor bonus to AC, Caster is treated as if having armor spikes (for one size category larger)
9Grants 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

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).



Back to Main Page 3.5e Homebrew Complex Special Ability Components Spells Sorcerer/Wizard

gollark: Macron, at last?
gollark: You may have won the game, but you lost the Game.
gollark: Remember when I said to fear my inferential powers, LyricLy, and you IGNORED it, like you IGNORE Macron-related Macron data?
gollark: These are very phasic, I must say. Glad I used apionic induction to use this information!
gollark: The CSS is obviously the kind I write (trivially), it inconsistently uses fairly advanced new JS like template strings and destructuring and Uint8Arrays, it uses overly general operations like zip and cartesian product and map and insertDiagonalFrom, it also uses the exotic labelling feature, I doubt many people here know about WebWorkers or the ridiculous hack I came up with a while ago to do them without an actual external file, it does IO in such an ugly accursed way, and the AI is insane.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.