Mage Armor

From Arelith Wiki
Jump to: navigation, search
Mage Armor
Arelithwikilogo.png
Arelith Wiki

Character Creation:
Creation (New Players Guide)
Race - Deity - Class
Gifts - Backgrounds - Alignment
Marks - Epic Sacrifice
Customization - Head List - Builds
Character Systems:
Description - Disguise / Covered
Languages - Experience - Quests
Pickpocket - Rest - Role Play Bonus
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
World Systems:
Settlements - Factions
Quarters - Shops - Taverns - Banks
Riding - Sailing - Boons
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
Sencliff's Pirates
Item Creation Systems:
Alchemy - Art Craft - Carpentry
Herb - Smith - Tailor
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison
Arelith Changes:
Classes - Skills - Feats - Trap
Summons - Familiar Reskins
Spells (list) - Misc
Help:
Rules - Roleplay - Maps
Console Commands
Common Bugs - Staff
Support Tickets - Character Remake
[The Astrolabe]
Spell Level(s): Bard 1, Cleric(Magic) 1, Cleric(War) 2, Elementalist 1, Hemomancer 1, Harbinger 1, Shaman 1, Sorcerer 1, Spellsword 1, Warlock 1, Wizard 1
Innate Level: 1
School: Conjuration
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 hour / level
Additional Counter Spells: None
Save(s): Harmless
Spell Resistance: No

Description: The selected target gains the following bonuses to his AC: +1 natural armor, +1 dodge, +1 deflection, and +1 enhancement. The dodge bonus stacks with other dodge bonuses to AC, but the other bonuses do not stack with bonuses of the same type.

Notes

  • None

References

  • None