Level
8th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 10 Minutes
School
Necromancy
Attack/Save
None
Damage/Effect

A thick shroud of abyssal energy wraps around you.

You gain +1 action per a round of combat, 20 feet of movement, and +5 AC.

When the spell is cast you can choose from 2 different types of armor, Physical Abyssal Armor or Magical Abyssal Armor.

Physical Abyssal Armor:
You can block up to 3 Physical Missiles. Your armor breaks after three missiles blocked. When a missile is blocked all damage is negated, when your armor breaks after the third missile you take 7d10 abyssal damage. You gain +5 to all weapon attacks and damage rolls, and you add 1d10 abyssal damage to every attack that hits a target.

Magical Abyssal Armor:
You can block up to 3 Magic Missiles. Your armor breaks after three missiles blocked. When a missile is blocked all damage is negated, when your armor breaks after the third missile you take 7d10 abyssal damage. All spells receive double range and +5 damage to every damage roll.  Also all damage received by a spell you cast is considered Abyssal Damage.

When you lose or end concentration of Abyssal Armor you receive 7d10 of abyssal damage.

Available For: Bard (Legacy) - College of Whispers

Krohsick

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