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Spirit Armor

Name
Spirit Armor
Type of Magic
Mage
Spell Level
3rd
School
Necromancy (House Titus)
Sphere
Reversible?
No
Range
​0​
Components
Somatic, Verbal
Duration
​2 rounds/level ​
Casting Time
3
Area of Effect
The caster ​
Saving Throw
Special
Effects
​This spell allows the wizard to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The spirit armor offers protection equivalent to splint mail (AC 4) and grants the wizard a +3 bonus to saving throws vs. magical attacks. The spirit armor's effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses apply.​ ​The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.​ When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. No damage is sustained if the save is successful. The hit points lost can be regained only through magical healing.​

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