Level
4th
Casting Time
1 Action Ritual
Range/Area
Touch
Components
V, S, M *
Duration
12 Hours
School
Abjuration
Attack/Save
DEX Save
Damage/Effect
Force

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The armor appears as an illusionary, translucent version of physical armor, the appearance of which the caster decides, and may include harmless sensory effects such as pulsing, smoking or flaming. The illusionary armor remains for the duration and has a physical presence, weighing nothing but repelling incoming force. The target's base AC becomes 15 + its Dexterity modifier. You are considered proficient in the armor and the armor does not impose disadvantage on stealth checks on its own, however since the armor is visible, it may impose other social effects at the DM’s discretion. 

If the visual effects of the armor include glowing or similar effects,  the light emitted can be no brighter than a 20/20 radius such as in the Light cantrip and disadvantage on some stealth checks may be applied depending on DM ruling.

Cosmetic changes including all sensory effects can be changed as an action, but only by the caster can do this by touching the armor.

The spell is temporarily suspended if the target dons physical armor, but reappears if the armor is removed before the spell ends. The caster can also dismiss the spell as an action, ending it.

Forceful Warding: On a direct hit, the armor flairs with magical energy, dealing 1d4 +1 force damage to the attacker. This feature does NOT take effect if the user uses something else to reduce or stop the hit, such as the Shield spell or some version of Evasion. Only a direct hit from an attacker triggers this effect and it can only affect creatures making melee attacks. Ranged attacks are not affected unless the target is within melee range. The damage does not increase if a higher-level spell slot is used to cast the spell.

Lesser War Mage’s Rebuke: Upon a successful hit (spell, melee or ranged), the user of the armor can spend their reaction to cause it to explode with powerful magical energy, dealing 3d6 automatic force damage to all hostile creatures within a 5-foot radius. A creature affected by this must make a dexterity saving throw against the caster’s (not necessarily the user of the armor) spell save DC. On a failed save, they are knocked back 10 feet directly away from the armor, are knocked prone and are stunned for 1 round. On a successful save, they are knocked back 5 feet and are not stunned or knocked prone. Neither the creature nor the user get an attack of opportunity as a result of this feature knocking them apart. This feature can only be used once per casting of the spell.

At Higher Levels: You can add 1 target to the spell for every spell slot used above 4th. 


 

Author’s Notes: Ever wanted to play a War Mage but can’t get proficiency inappropriate armor types, or just can’t find good enough magical armor no matter how many dungeons you raid? Or maybe you have one of those DMs that always seems to attack you even though you are being a good little wizard and cowering behind that pillar in the back like you are supposed to. Well not to worry, because Nemia’s Arcane Armor is here to help! Designed by War Mage Nemia Angelfall, this spell is a new and much-improved version of Mage Armor, which is an awesome spell to begin with, but becomes quickly redundant when you are battling at 8th level against monsters with a +10 to attack or even worse. Keep your caster safe and protected with Nemia’s Arcane Armor! 

 

* - (a piece of cured leather, and a piece of silvered steal worth at least 50GP )

Previous Versions

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Spell Tags: Buff Warding

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Arcana Domain Fighter (Legacy) - Eldritch Knight (Legacy)

SoulDragonWithFlow

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