(Magick) 
Armor

(Conjuration)


L^: mu1
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R#: T
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D^: S
C^: v.s.m
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CT: 1r
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S^: None
A^: One creature
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-
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Effect: By means of this spell, the caster creates
a magical field of force which serves as if it were leather armor (AC8).

If the spell is CAST upon a person already armored, it has no effect.
However, if it is CAST upon a creature with an AC normally better
than 9 (due to its size, SPEED, skin, etc.) it will benefit the normal AC
by <1> step, i.e. AC8 becomes 7, AC7 becomes 6, and so
on. The magic armor spell does not SLOW or hinder movement, adds
no weight or encumbrance, nor does it prevent spell casting. It lasts
until dispelled or until the wearer sustains cumulative damage totaling
greater than 8 points + 1 per level of the caster. Thus, the wearer
might take 8 points of damage from an attack, then several turns later sustain an
additional 1 point of damage. Unless the spell were CAST by a MU of
2nd level or higher, it would be dispelled at this time. Until it is
dispelled, the armor allows the wearer the full benefits of the AC gained
due to the dweomer.

Note: This spell will not function in conjunction with protective magic
devices other than a [ring of protection].

MC: A piece of finely cured leather which has been blessed by a priest.
 

WSG: In addition to its other benefits, the protection afforded
by this spell will alter the personal temperature for the recipient
by 10 degrees in the direction toward the tolerable range -
warmer if the environment is cold, or vice versa.
 
 









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