When you cast this spell while touching armor, the armor shimmers with patterns representing balance. The first three creatures to hit the wearer must make a Wisdom Saving throw. On a success the creature is unaffected. On a fail, the creature becomes charmed. If the creature is the 1st or 3rd to hit the wearer they gain the Confusion ability. If it is the 2nd creature if gains the Enraged ability. Creatures immune to being charmed are immune to this affect.
Confusion: The creature takes a 1d4 negation to their roll to attempt to hit the wearer again.
Enraged: The creature takes a 1d4 negation on their roll to attempt to hit anything other than the wearer.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the armor can effect three additional creatures for each slot level above 2nd. The pattern continues... 4- enraged .... 5- Confusion.... 6- enraged... etc.
* - (You gain an hour glass )
Comments