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WizardLv. 4

Improved Armor

Like the 1st-level armor spell, this enchantment creates a faintly glowing magical field of energy around a target individual that serves as if it were field plate (AC 2). The spell has no effect on a person already armored or a creature with Armor Class 2 or better, but it is cumulative with Dexterity bonuses. Improved armor does not affect a creature's movement or hinder spellcasting, and it has no weight. Improved armor remains about the individual until dispelled or until the individual suffers damage equal to 10 points plus twice the caster's level. For example, if an 8th-level wizard cast this spell upon himself, the armor would remain intact until he suffered 26 points of damage. The armor does not prevent the spell recipient from suffering the damage; damage both affects the protected individual and reduces the duration of the spell.

The material component is a cube of polished steel.

Notes: Common on Cerilia, the Birthright setting; unknown elsewhere. This spell functions only in the Cerilian setting.

Sources: Wizard's Spell Compendium

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