Also, one of my really old builds had Mage Armor up (for the apparently OP 8hrs), +5 dex modifier, +2 Bracers of Defence...that was 20 ac right there...and that was NOT end game (I stress that I do not use point buy systems, they suck, so rolling sometimes gives better stat arrays).
You want to replace the results of a 20 Dexterity stats investment, a L1 magic spell, and a rare magic item with... a L1 magic spell.
I think you keep missing the fact that he changed it so it does not grant AC 20 at level 1.
He has only every responded to me defending it as not OP since the start so I really don't know what you mean. You, and others, have proposed entirely different spell effects here that are closer to reasonable. But they function entirely differently from the OP's spell.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Hey Ravnodaus, sorry for not jumping in as well, but I was sleeping and busy this morning. I think Memnosyne's responses were done well, so I do not have much more to say to other than one thing.
Okay.
This just does not grant 20 AC at L1...you will only get 20 AC end game, after L17, which is a non issue to me.
If it is a non-issue then change it to something balanced?
The point of the spell is to dump dex
That is what i figured. You want to design a low resource spell that allows you to entirely redistribute stats into something else. Yet, cannot see why it is too powerful...
Since you jumped in, you may not have read that I agreed with points above to increase the resources of this spell and "maybe" make it 3rd level. The point is not for stat redistribution, that is a byproduct, and a good one imo...and once again, I do not redistribute points, I roll them. This will allow for a good roll to go to another stat, but I do that anyhow with builds already, such as my level 2 Fighter, 18ish level Wizard...do not need dex there so I move that stat..
as well, and by L17-20 be better...as it should be...it is magic and on a fricken level 20 Wizard!
The issue isn't so much that a L20 wizard should be powerful, it is that you want him to be more powerful than all other classes and to spend very little/no actual resources to do it. This is where I have a HUGE problem with your ideals and a couple others above.
You saying a 20 AC Wizard (which is NO higher than I can get with a Wizard in other ways by L17+) with normal hit points will be better than a 22 AC monk, a 24 AC Barbarian with 320+ hit points, a crazy Forge Cleric/Artificer/Wizard (mainly for shield and more spell slots) that can buff over 30 AC, or a Bladesinger that can also get crazy AC by end game?
Also, one of my really old builds had Mage Armor up (for the apparently OP 8hrs), +5 dex modifier, +2 Bracers of Defence...that was 20 ac right there...and that was NOT end game (I stress that I do not use point buy systems, they suck, so rolling sometimes gives better stat arrays).
You want to replace the results of a 20 Dexterity stats investment, a L1 magic spell, and a rare magic item with... a L1 magic spell.
???
How do you not see this as OP? It is just straight up nonsensical for you to persist in this argument. Once again, this was done way before level 17...so once again, you are picking at end game...
Can you homebrew an super OP spell? yes of course you can. But claiming it isn't broken OP is just silly. It clearly is. Not necessary...
I really think people need to get off the idea of 20 ac being OP...really do.
20 total AC isn't so OP. 20 AC from a single L1 spell that YOU CAN STACK MORE AC ON TOP OF is OP. YOU CAN DO THAT WITH EVERYTHING! Yes somethings cannot be used with armor, but somethings can...but that is D&D...if you chose to be a AC monger you can, or if you are more like me, roleplay more...the Wizard I used as an example eventually dropped the bracer for cooler items, better suited for a Wizard. And again...this spell scales with your magic potency as your character levels...so you keep beating on the 20 AC thing that does not happen until L17....
You're talking about a way to jump your AC to 20... that bladedancing stacks with, that bracers of defense or even a magic shield stack with, that other spell effects stack with. And one of the fav builds I have DM against was a Bladesinger...I mentioned it above...in the end, it was still a squishy Wizard...there was even a Dungeon Dudes video recently down playing the OP notion of the Bladesinger...and I 100% agree with them.
Your AC is going to be hovering in the 30s. That IS OP. One can do that now...man...where you been?
My point exactly, over the ages (lol) this never made sense to me, it is magic, not worn armor. Unless we are actually summoning physical armor, which is sort of the way I have always justified Mage Armor's dex...but is stats - "and a protective magical force surrounds it until the spell ends". Basic shielding, regardless of its form as a shield, a glow that forms around the shape of your body, of something manifested into the look of armor, it should have no affect on your physical movement, it is magic (unless it is some sort of heavy barrier that would hinder movement, but that is a diff magic). By past logic Shield is broken then too. Shield simply adds AC, it has nothing to do with your dex, movement, or what a character is wearing. Shield to me, is an example of how it should work. Same with concentration spells that add to AC as well, like Shield of Faith etc.
This whole spell topic stems because of a fundamental misunderstanding of how AC works.
Mage Armor is 13+Dex because mage armor doesn't impair your ability to dodge. Not only are your protected by a magical force (increasing your base AC calculation by +3 compared to unarmored AC calculation) but it doesn't impair your normal natural reflexes in any way because it is just magical protective energies floating around you.
That is exactly how a magical "mage armor" spell should (and does) function.
Mage armor is only and always adding +3 to your unarmored AC. That's it. And just that is a staple in many spellcaster's spell selections because it is a good option. +3 AC, for many spellcasters, is a good option.
What you proposed can increase unarmored AC by +10. While ALSO making it irrelevant if they're half decent at dodging themselves naturally. And that is ludicrously overpowered. What other spell is giving someone +10 AC??
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Hey Ravnodaus, sorry for not jumping in as well, but I was sleeping and busy this morning. I think Memnosyne's responses were done well, so I do not have much more to say to other than one thing.
Okay.
This just does not grant 20 AC at L1...you will only get 20 AC end game, after L17, which is a non issue to me.
If it is a non-issue then change it to something balanced?
The point of the spell is to dump dex
That is what i figured. You want to design a low resource spell that allows you to entirely redistribute stats into something else. Yet, cannot see why it is too powerful...
Since you jumped in, you may not have read that I agreed with points above to increase the resources of this spell and "maybe" make it 3rd level. The point is not for stat redistribution, that is a byproduct, and a good one imo...and once again, I do not redistribute points, I roll them. This will allow for a good roll to go to another stat, but I do that anyhow with builds already, such as my level 2 Fighter, 18ish level Wizard...do not need dex there so I move that stat..
Yes, you want to homebrew a spell so it allows you to redistribute stats. A low level spell that allows that, and is still a net gain in AC, doesn't give you red flags? How?
as well, and by L17-20 be better...as it should be...it is magic and on a fricken level 20 Wizard!
The issue isn't so much that a L20 wizard should be powerful, it is that you want him to be more powerful than all other classes and to spend very little/no actual resources to do it. This is where I have a HUGE problem with your ideals and a couple others above.
You saying a 20 AC Wizard (which is NO higher than I can get with a Wizard in other ways by L17+) with normal hit points will be better than a 22 AC monk, a 24 AC Barbarian with 320+ hit points, a crazy Forge Cleric/Artificer/Wizard (mainly for shield and more spell slots) that can buff over 30 AC, or a Bladesinger that can also get crazy AC by end game?
20AC wizard that adds bracers of defense and is at 22 AC. Then gets a ring of protection and is at 23 AC, then bladesings and is at 28 AC, hasted climbs to 30 AC. Then casts shield on the rare...rare chance they're ever hit and is at 35 AC.
All while dumping both str AND dex.
But yeah, higher AC over EVERYBODY possible while DUMPING BOTH stats that tie in to AC balance.
No problems here. /s
Also, one of my really old builds had Mage Armor up (for the apparently OP 8hrs), +5 dex modifier, +2 Bracers of Defence...that was 20 ac right there...and that was NOT end game (I stress that I do not use point buy systems, they suck, so rolling sometimes gives better stat arrays).
You want to replace the results of a 20 Dexterity stats investment, a L1 magic spell, and a rare magic item with... a L1 magic spell.
???
How do you not see this as OP? It is just straight up nonsensical for you to persist in this argument. Once again, this was done way before level 17...so once again, you are picking at end game...
Can you homebrew an super OP spell? yes of course you can. But claiming it isn't broken OP is just silly. It clearly is. Not necessary...
What??
I really think people need to get off the idea of 20 ac being OP...really do.
20 total AC isn't so OP. 20 AC from a single L1 spell that YOU CAN STACK MORE AC ON TOP OF is OP. YOU CAN DO THAT WITH EVERYTHING! Yes somethings cannot be used with armor, but somethings can...but that is D&D...if you chose to be a AC monger you can, or if you are more like me, roleplay more...the Wizard I used as an example eventually dropped the bracer for cooler items, better suited for a Wizard. And again...this spell scales with your magic potency as your character levels...so you keep beating on the 20 AC thing that does not happen until L17....
You keep arguing that 20 base ac calculation is balanced by comparing it to TOTAL AC calculations of other existing characters without even considering what a TOTAL AC your spell could reach, in practice, by adding those same +AC bonuses as you'd expect.
IE you compare JUST your spell with a spell, plus stats, plus magic items. Or, plus class features and also 2 stats. Or some other combination of both base calculations AND bonuses...
So the problem is, you're balancing your BASE AC against TOTAL ACs when you should instead balance your BASE AC against other BASE ACs. Or, more accurately, your total AC vs other total AC. AND fun fact, if your AC doesn't require significant investment, then your TOTAL AC should be lower than people who have more invested into increasing their AC.
You're talking about a way to jump your AC to 20... that bladedancing stacks with, that bracers of defense or even a magic shield stack with, that other spell effects stack with. And one of the fav builds I have DM against was a Bladesinger...I mentioned it above...in the end, it was still a squishy Wizard...there was even a Dungeon Dudes video recently down playing the OP notion of the Bladesinger...and I 100% agree with them.
DM against? What's that mean?
Anyway, lol..
Your AC is going to be hovering in the 30s. That IS OP. One can do that now...man...where you been?
Above ^^^
Man, what is going on with your reply formatting rofl.
Yes high ACs are possible. The abomination of a spell you have created makes that total reachable AC even higher than before and makes it easier than before. That alone should tell you all you need to understand it is OP.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Keeping in mind that we're still just talking about a common 1st level class feature.
An armor spell that scales by proficiency bonus would make a great alternative 1st level feature for an Abjuration Wizard. Like, let the class straight up modify Mage Armor the way an Arcane Trickster modifies Mage Hand.
Ravnodaus, I'd rather not scold you, but you're really crossing the line here. You've reached the point where you're making fun of how Colleptic replies, not just expressing what you dislike about their ideas. This isn't conducive to discussion.
Ravnodaus, I'd rather not scold you, but you're really crossing the line here. You've reached the point where you're making fun of how Colleptic replies, not just expressing what you dislike about their ideas. This isn't conducive to discussion.
What are you talking about? I'm not making fun of anyone. This isn't conducive to the discussion. It isn't even tangentially related. You're only writing a post, devoid of any content related to the subject intent on scolding me for some imagined crime.
Edit: And for the record I'm not even expressing what "I dislike" about their idea. I'm talking about game balance. I've said a million times now people create whatever unbalanced stuff they want in their games. People homebrew broken OP stuff all the time, more power too them. I'm not going to quietly sit by and have someone gaslight me about whether it even is OP or not though. Of course it is OP.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Think this one is over for me with you, but let me attempt to respond here.
Yes, you want to homebrew a spell so it allows you to redistribute stats. A low level spell that allows that, and is still a net gain in AC, doesn't give you red flags? How?
No I do not, you keep insinuating that. It was 100% to make a armor that silhouettes the body, has a shield/barrier that has nothing to do with physical stats. It needed to scale, and I also wanted it quick, so this is what I came up with, under the premise I would revise it eventually. Thanks to posters here, I have some good ideas. Furthermore, many things we do during character creation can allow us to redistribute stats, weak point.
20AC wizard that adds bracers of defense and is at 22 AC. Then gets a ring of protection and is at 23 AC, then bladesings and is at 28 AC, hasted climbs to 30 AC. Then casts shield on the rare...rare chance they're ever hit and is at 35 AC.
All while dumping both str AND dex.
But yeah, higher AC over EVERYBODY possible while DUMPING BOTH stats that tie in to AC balance.
1st this would all take until end game, second they would have to accumulate all of that. Third...this would be a clear min/maxer, and if that is the case go for it!
Monk/Bladesinger, with a Headband of Intellect and the above I can get there...plus you get dope monk shit. My personal Forge Cleric/Artisfer/War Mage walks around unbuffed, no magic items, fighting initiate defence...walks around 24 AC...26 ac if concentrating on a spell. Since we are using magic items here, with +1-3 armor and shield, and a couple other + to AC items, before the spell shield this build is...well NUTS! If we went nuts here with +3 items...this with the shield spell at level 20 would net...32 AC...34 AC concentrating, and 39 AC with Shield spell...those stats are copy pasted right out of my beyond build sheet for her. This would be 1 or 2 ac lower due to some restrictions with Forge and and Arti infusions.
21
Armor(Plate, +3)
+1
Armored Bonus(Soul of the Forge)
+1
Armored Bonus(Fighting Initiate)
+1
Magic Bonus(Cloak of Protection)
+1
Magic Bonus(Ring of Protection)
+5
Shield(Shield, +3)
+1
Magic Bonus(Blessing of the Forge)
+1
Misc Bonus(Infused AC)
DM against? What's that mean?
Dungeon Master...
Yes high ACs are possible. The abomination of a spell you have created makes that total reachable AC even higher than before and makes it easier than before. That alone should tell you all you need to understand it is OP.
I can get higher right now with other builds, if we are factoring magical items, which you did. Easier...seems the same to me, in fact you can only do this end game, due to the scaling with my initial spell.
Think this one is over for me with you, but let me attempt to respond here.
Yes, you want to homebrew a spell so it allows you to redistribute stats. A low level spell that allows that, and is still a net gain in AC, doesn't give you red flags? How?
No I do not, you keep insinuating that.
I'm not "insinuating". Your words: "This will allow for a good roll to go to another stat, but I do that anyhow with builds already, such as my level 2 Fighter, 18ish level Wizard...do not need dex there so I move that stat." And you're correct. Creating a spell effect grant a static AC of 20 that doesn't need any stat will allow you to dump stats. Needing neither Str nor Dex. Free to min/max stats while still having S+ tier AC.
It was 100% to make a armor that silhouettes the body, has a shield/barrier that has nothing to do with physical stats. It needed to scale, and I also wanted it quick, so this is what I came up with, under the premise I would revise it eventually. Thanks to posters here, I have some good ideas. Furthermore, many things we do during character creation can allow us to redistribute stats, weak point.
Like I said from the start. The problem is just that the numbers are too high. It is only a problem if you care about balance tho, so.
20AC wizard that adds bracers of defense and is at 22 AC. Then gets a ring of protection and is at 23 AC, then bladesings and is at 28 AC, hasted climbs to 30 AC. Then casts shield on the rare...rare chance they're ever hit and is at 35 AC.
All while dumping both str AND dex.
But yeah, higher AC over EVERYBODY possible while DUMPING BOTH stats that tie in to AC balance.
1st this would all take until end game, second they would have to accumulate all of that. Third...this would be a clear min/maxer, and if that is the case go for it!
Monk/Bladesinger, with a Headband of Intellect and the above I can get there...plus you get dope monk shit. My personal Forge Cleric/Artisfer/War Mage walks around unbuffed, no magic items, fighting initiate defence...walks around 24 AC...26 ac if concentrating on a spell. Since we are using magic items here, with +1-3 armor and shield, and a couple other + to AC items, before the spell shield this build is...well NUTS! If we went nuts here with +3 items...this with the shield spell at level 20 would net...32 AC...34 AC concentrating, and 39 AC with Shield spell...those stats are copy pasted right out of my beyond build sheet for her. This would be 1 or 2 ac lower due to some restrictions with Forge and and Arti infusions.
21
Armor(Plate, +3)
+1
Armored Bonus(Soul of the Forge)
+1
Armored Bonus(Fighting Initiate)
+1
Magic Bonus(Cloak of Protection)
+1
Magic Bonus(Ring of Protection)
+5
Shield(Shield, +3)
+1
Magic Bonus(Blessing of the Forge)
+1
Misc Bonus(Infused AC)
You don't see a problem allowing just any caster with your spell to achieve a higher AC than a multiclassed powergamer who has min/maxed for the highest possible AC in the game? I can't help you understand game balance then. You're right.
DM against? What's that mean?
Dungeon Master...
The "against" was the part I don't understand.
Yes high ACs are possible. The abomination of a spell you have created makes that total reachable AC even higher than before and makes it easier than before. That alone should tell you all you need to understand it is OP.
I can get higher right now with other builds, if we are factoring magical items, which you did. Easier...seems the same to me, in fact you can only do this end game, due to the scaling with my initial spell.
Which I did?
... you compared AC20 with JUST this spell, justifying it by saying a 20 Dex caster with Mage Armor AND Bracers of Defense (+2) is also 20 AC so it's 'perfectly balanced'. This is active gaslighting at this point.
Your spell is OP. Care or don't. I'm out of here.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
You don't see a problem allowing just any caster with your spell to achieve a higher AC than a multiclassed powergamer who has min/maxed for the highest possible AC in the game? I can't help you understand game balance then. You're right.
Just any caster? The only caster that could/can do the crazy would be a Bladesinger, War Magic could get good AC too, but not to the level of the Singer. I have not used a physical shield on a Wizard that is not proficient. So...a basic Evoker after level 17 has 20 ac with my spell. A couple magic items, sure give them both, let's say it is a min/maxer...but if you were not on a Bladesinger/War Magic...min/maxing AC would be not ideal. So that would be 23 ac. An Evoker is not going to use haste often, well I would hope...a good Wizard would put it on their Barb/Monk...so that would mean with shield spell we are at 28 ac...IFthey wear two magic AC items. The fact of the matter is, most people not playing a Singer/War Magic, will probably be wearing more caster centric items. So then, you run the factor that with the shield spell, they have 25 AC...END GAME. For most builds and non-min/maxers, it is not OP. If one chooses to be a Bladesinger...then more power to them...as I mentioned above, I had a friend that could get over 30 AC pretty easy...and he was still a SQUISHY Wizard on the verge of death...almost always lol!
you compared AC20 with JUST this spell, justifying it by saying a 20 Dex caster with Mage Armor AND Bracers of Defense (+2) is also 20 AC so it's 'perfectly balanced'. This is active gaslighting at this point.
And you are cherry picking...without the rest of my context that is a rough example. The full reasoning was/is...you can do the above example mid game, bracers are rare, but you could also use a cloak and ring, which most DM's let out much earlier, so you could technically do this early game too. Even if you are a dex monster, it will not help with this spell. The context is that my spell only comes online when your proficiency rises, increasing your spell potency when casting it. 19-20 AC...after level 16...is achievable by almost all classes, in the same ways, regular ways, and subclass ways, and magical item ways. Once I add in a bit more components to it, and make casting this costly at the lower levels to grab that early 16-17 ac...I think will be better.
And that is how this specific one will stay...I will be working on a better version based upon some of the great ideas above.
Updated: final will be level 1, 2 or 3 max...it is level 2 right as I think it is spell that one would have to be taught and or seek out...
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
You hold out some diamond dust, mix it with some metal and a small piece of platinum. A protective magical force simmers around the silhouette of your body, creating protection in which you can see diamond flakes and faint metallic shine. You must not be wearing light, medium or heavy armor. Your AC becomes 14 + your proficiency modifier until the spell ends.
The spell ends if you don armor or if you dismiss the spell as a bonus action.
*All components are consumed during the casting of this spell.
* - (50 gold worth of diamond dust, a small piece or scrap of metal, a small piece of platinum)
EDIT:I also think I have a really good version of this in my head...it will use spell slots...granting +1 AC from the spell slot level used. So technically you could use a level 9 spell slot end game, to get rad AC...but what goblin would actually do that.
He has only every responded to me defending it as not OP since the start so I really don't know what you mean. You, and others, have proposed entirely different spell effects here that are closer to reasonable. But they function entirely differently from the OP's spell.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Above ^^^
This whole spell topic stems because of a fundamental misunderstanding of how AC works.
Mage Armor is 13+Dex because mage armor doesn't impair your ability to dodge. Not only are your protected by a magical force (increasing your base AC calculation by +3 compared to unarmored AC calculation) but it doesn't impair your normal natural reflexes in any way because it is just magical protective energies floating around you.
That is exactly how a magical "mage armor" spell should (and does) function.
Mage armor is only and always adding +3 to your unarmored AC. That's it. And just that is a staple in many spellcaster's spell selections because it is a good option. +3 AC, for many spellcasters, is a good option.
What you proposed can increase unarmored AC by +10. While ALSO making it irrelevant if they're half decent at dodging themselves naturally. And that is ludicrously overpowered. What other spell is giving someone +10 AC??
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Yes, you want to homebrew a spell so it allows you to redistribute stats. A low level spell that allows that, and is still a net gain in AC, doesn't give you red flags? How?
20AC wizard that adds bracers of defense and is at 22 AC. Then gets a ring of protection and is at 23 AC, then bladesings and is at 28 AC, hasted climbs to 30 AC. Then casts shield on the rare...rare chance they're ever hit and is at 35 AC.
All while dumping both str AND dex.
But yeah, higher AC over EVERYBODY possible while DUMPING BOTH stats that tie in to AC balance.
No problems here. /s
What??
You keep arguing that 20 base ac calculation is balanced by comparing it to TOTAL AC calculations of other existing characters without even considering what a TOTAL AC your spell could reach, in practice, by adding those same +AC bonuses as you'd expect.
IE you compare JUST your spell with a spell, plus stats, plus magic items. Or, plus class features and also 2 stats. Or some other combination of both base calculations AND bonuses...
So the problem is, you're balancing your BASE AC against TOTAL ACs when you should instead balance your BASE AC against other BASE ACs. Or, more accurately, your total AC vs other total AC. AND fun fact, if your AC doesn't require significant investment, then your TOTAL AC should be lower than people who have more invested into increasing their AC.
DM against? What's that mean?
Anyway, lol..
Man, what is going on with your reply formatting rofl.
Yes high ACs are possible. The abomination of a spell you have created makes that total reachable AC even higher than before and makes it easier than before. That alone should tell you all you need to understand it is OP.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Keeping in mind that we're still just talking about a common 1st level class feature.
An armor spell that scales by proficiency bonus would make a great alternative 1st level feature for an Abjuration Wizard. Like, let the class straight up modify Mage Armor the way an Arcane Trickster modifies Mage Hand.
Ravnodaus, I'd rather not scold you, but you're really crossing the line here. You've reached the point where you're making fun of how Colleptic replies, not just expressing what you dislike about their ideas. This isn't conducive to discussion.
Edit: Welp.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
What are you talking about? I'm not making fun of anyone. This isn't conducive to the discussion. It isn't even tangentially related. You're only writing a post, devoid of any content related to the subject intent on scolding me for some imagined crime.
Edit: And for the record I'm not even expressing what "I dislike" about their idea. I'm talking about game balance. I've said a million times now people create whatever unbalanced stuff they want in their games. People homebrew broken OP stuff all the time, more power too them. I'm not going to quietly sit by and have someone gaslight me about whether it even is OP or not though. Of course it is OP.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Which I did?
... you compared AC20 with JUST this spell, justifying it by saying a 20 Dex caster with Mage Armor AND Bracers of Defense (+2) is also 20 AC so it's 'perfectly balanced'. This is active gaslighting at this point.
Your spell is OP. Care or don't. I'm out of here.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Updated: final will be level 1, 2 or 3 max...it is level 2 right as I think it is spell that one would have to be taught and or seek out...
You hold out some diamond dust, mix it with some metal and a small piece of platinum. A protective magical force simmers around the silhouette of your body, creating protection in which you can see diamond flakes and faint metallic shine. You must not be wearing light, medium or heavy armor. Your AC becomes 14 + your proficiency modifier until the spell ends.
The spell ends if you don armor or if you dismiss the spell as a bonus action.
*All components are consumed during the casting of this spell.
* - (50 gold worth of diamond dust, a small piece or scrap of metal, a small piece of platinum)