| Description | Spells that improve Armor Bonuses, or other AC bonuses. |
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| Name | ||||||||||
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| School | Casting Time | Source Book | ||||||||
| Save - Res | Level | Comps | ||||||||
| Dur | Range | Recharge | ||||||||
| Effect | ||||||||||
| Expensive Focus | ||||||||||
| Expensive Material | ||||||||||
| XP Cost | ||||||||||
| Description | ||||||||||
| Full Description | ||||||||||
| Barkskin | ||||||||||
| Transmutation | 1 standard action | SRD | ||||||||
| None - Yes (harmless) | Arc 2, BVal 2, Drd 2, Plant 2, Rgr 2, Shu 2 | V, S, DF | ||||||||
| 10 min./level | Touch | 1 hour | ||||||||
| Target: Living creature touched | ||||||||||
Grants +2 (or higher) enhancement to natural armor. |
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Barkskin toughens a creatures skin. The effect grants a +2 enhancement bonus to the creatures existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the targets natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
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| Charge of the Triceratops | ||||||||||
| SPC | ||||||||||
| Arc 3, Drd 3, Rgr 3 | ||||||||||
| General | ||||||||||
| Demonflesh | ||||||||||
| Book of Vile Darkness | ||||||||||
| Arc 1, Blk 1, Dem 1, Demonic 1 | ||||||||||
| 30 minutes | ||||||||||
Caster gains +1 natural armor/5 caster levels. |
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| Dragonskin | ||||||||||
| SPC | ||||||||||
| Sor/Wiz 3 | ||||||||||
| 1 hour | ||||||||||
You gain +3 to +5 natural armor bonus and Energy Resistance 10 to 20. |
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| Exalted Raiment | ||||||||||
| Book of Exalted Deeds | ||||||||||
| Sanctified 6 | ||||||||||
| 30 minutes | ||||||||||
Wearer gains +1 sacred bonus to AC per five caster levels, damage reduction 10/evil, SR 5 + caster level, and ability damage from spell-casting. |
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| Fortify Familiar | ||||||||||
| SPC | ||||||||||
| Sor/Wiz 3 | ||||||||||
| 6 hours | ||||||||||
Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level. |
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| Glorious Raiment | ||||||||||
| Book of Exalted Deeds | ||||||||||
| APeace 2, Arc 2, Glory 2 | ||||||||||
| 5 minutes | ||||||||||
Wearer gains +1 sacred bonus to AC per five caster levels and damage reduction 5/evil. |
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| Halo of Sand | ||||||||||
| Sandstorm | ||||||||||
| Arc 2, Drd 2, Rgr 2 | ||||||||||
| 1 hour | ||||||||||
Swirling sand grants +1 deflection bonus/3 levels. |
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| Haste | ||||||||||
| Transmutation | 1 standard action | SRD | ||||||||
| Fortitude negates (harmless) - Yes (harmless) | Arc 3, Beguiler 3, Brd 3, Celerity 4, EmBarachiel 3, Shu 3, Sor/Wiz 3, Time 3, Wuj 3 | V, S, M | ||||||||
| 1 round/level | Close | General | ||||||||
| Targets: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. |
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The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creatures full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you cant use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creatures modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subjects normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creatures jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow. |
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| Hell's Power (M) | ||||||||||
| Book of Vile Darkness | ||||||||||
| Arc 4, Blk 3, Clr 4, Sor/Wiz 4 | ||||||||||
| General | ||||||||||
You gain +2 AC and good to existing DR. |
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| Mage Armor | ||||||||||
| Conjuration (Creation) [Force] | 1 standard action | SRD | ||||||||
| Will negates (harmless) - No | Beguiler 1, Force 1, Sor/Wiz 1, Spell 1 | V, S, F | ||||||||
| 1 hour/level (D) | Touch | 6 hours | ||||||||
| Target: Creature touched | ||||||||||
Gives subject +4 armor bonus. |
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An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. |
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| Greater Mage Armor | ||||||||||
| SPC | ||||||||||
| Sor/Wiz 3 | ||||||||||
| General | ||||||||||
Field of force provides a +6 armor bonus. |
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| Magic Vestment | ||||||||||
| Transmutation | 1 standard action | SRD | ||||||||
| Will negates (harmless, object) - Yes (harmless, object) | APeace 3, Arc 3, Artificer 1, Clr 3, Halfling 3, KotC 3, Nobility 3, Strength 3, War 3 | V, S, DF | ||||||||
| 1 hour/level | Touch | 6 hours | ||||||||
| Target: Armor or shield touched | ||||||||||
Armor or shield gains +1 enhancement per four levels. |
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You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. |
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| Protection from Chaos | ||||||||||
| Abjuration [Lawful] | 1 standard action | SRD | ||||||||
| Will negates (harmless) - No; see text | Adp 1, Arc 1, Clr 1, EmBarachiel 1, HB 1, Law 1, Pal 1, Sor/Wiz 1, Wuj 1 | V, S, M/DF | ||||||||
| 1 min./level (D) | Touch | 5 minutes | ||||||||
| Target: Creature touched | ||||||||||
+2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
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This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaos effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
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| Protection from Evil | ||||||||||
| Abjuration [Good] | 1 standard action | SRD | ||||||||
| Will negates (harmless) - No; see text | Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Dem 1, EmBarachiel 1, Exorcism 1, Good 1, HB 1, Hlr 1, KotC 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1, Wuj 1 | V, S, M/DF | ||||||||
| 1 min./level (D) | Touch | 5 minutes | ||||||||
| Target: Creature touched | ||||||||||
+2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
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This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
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| Protection from Good | ||||||||||
| Abjuration [Evil] | 1 standard action | SRD | ||||||||
| Will negates (harmless) - No; see text | Adp 1, Arc 1, Clr 1, Dem 1, Evil 1, HB 1, MH 1, Sor/Wiz 1, Wuj 1 | V, S, M/DF | ||||||||
| 1 min./level (D) | Touch | 5 minutes | ||||||||
| Target: Creature touched | ||||||||||
+2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
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This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from good effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Evil summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
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| Protection from Law | ||||||||||
| Abjuration [Chaotic] | 1 standard action | SRD | ||||||||
| Will negates (harmless) - No; see text | Adp 1, Arc 1, Chaos 1, Clr 1, HB 1, Sor/Wiz 1, Wuj 1 | V, S, M/DF | ||||||||
| 1 min./level (D) | Touch | 5 minutes | ||||||||
| Target: Creature touched | ||||||||||
+2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
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This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawfulcreatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from law effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Chaotic summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
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| Skin of the Cactus | ||||||||||
| Sandstorm | ||||||||||
| Arc 3, Drd 4, Rgr 3, Summer 4 | ||||||||||
| 1 hour | ||||||||||
Grants natural armor, thorns, and resistance to dehydration. |
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| Spiderskin | ||||||||||
| Underdark | ||||||||||
| Arc 3, Drd 3, Sor/Wiz 3 | ||||||||||
| 1 hour | ||||||||||
Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks. |
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| Tortoise (AC) Shell | ||||||||||
| Complete Divine | ||||||||||
| Arc 6, Drd 6 | ||||||||||
| 1 hour | ||||||||||
Creature gains +6 natural armor, +1/three levels above 11th. |
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| Toughen Construct | ||||||||||
| Ebberon | ||||||||||
| Artificer 2 | ||||||||||
| 1 hour | ||||||||||
Grants construct +2 (or higher) enhancement to natural armor. |
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