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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).

SchoolNecromancy (opposed by Divination)
Spell levelWizard and Sorcerer 2
RangePersonal - 0 metres, or 2.25 when aimed at another creature
ComponentsVerbal and somatic
Can be aimed atyourself or an item
ConcentrationCasting can be disrupted by damage
DescriptorMagical Armor
Area of Effect / TargetCaster
Duration1 round / level
SaveNone
Spell ResistanceNo
Metamagic allowedExtend, 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