Death Armor
A magical aura surrounds the caster injuring creatures that touch it. Any creature striking the caster takes 1d6 points of magic damage +1 point each 2 caster levels (maximum +20 at caster level 40).
| School | Necromancy (opposed by Divination) |
| Spell level | Wizard and Sorcerer 2 |
| Range | Personal - 0 metres, or 2.25 when aimed at another creature |
| Components | Verbal and somatic |
| Can be aimed at | yourself or an item |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Magical Armor |
| Area of Effect / Target | Caster |
| Duration | 1 round / level |
| Save | None |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- Anyone striking you in melee takes 1d6 magical damage plus half your caster level, for one round per caster level. Extend doubles that.
Where it comes from
Cleric domain: Destruction (level 3).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes