Armor of Frost

Vitality Cost

1 per Turn

Casting Time

1 Action

Requires

Somatic

Range

Self

Duration

Until Dismissed

Attack/Save

Buff
On your clothes appear patches of ice that grow, thicken, and finally interlock to create a thick layer of ice that both protects you and chills all who come near.
Armor forms on your body. You may choose whether it’s light armor (+3 AC), medium armor (+5 AC Dex Max 2), or heavy armor (+7 AC No Dex). This armor is not ignored by armor-piercing fire attacks. Enemies that come into melee range (1-meter radius) on their turn or start their turn there must succeed a Constitution saving throw or take 1d6 cold damage.
If you dismiss this spell, the armor breaks apart at the end of your next turn. This spell is silent.
Upcast: You may spend an additional 2 Vitality per turn to deal an extra 1d6 frost damage.
Silent. Most spells make a lot of noise when cast, or have flashy effects that reveal the caster’s presence to anyone nearby. A spell that is silent makes no noise when cast and so does not reveal the caster’s location to nearby creatures, but if a creature can see the caster it is still obvious that they are casting a spell.

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