Arcane Armor is the first protective spell that mages learn. It would be a shame for them just to stick with the stock version …
Arcane Armor
Arcane 1
Type: protectionRange: self
Duration: 3 turnsThis spell creates a weightless and invisible suit of armor that protects the caster. The arcane armor negates mage missile attacks directed at the caster, and guarantees the caster AC 7 against missile attacks and AC 5 against melee attacks. The arcane armor stacks with modifiers to AC from DEX but not with modifiers to AC from armor, class powers, conditions, magic, or proficiencies. Conditions which improve an opponent’s attack throw against the creatures they affect (e.g., flanked or vulnerable) are not affected by arcane armor.
Arcane Armor (1): Protection, AC 5 vs. melee and AC 7 vs. missile (10), invulnerability to magic missiles (5), range self (×0.75), target 1 creature (×1), duration 3 turns (×1.2), arcane (×1), total cost 13.5
This is the first spell I’m working with, and the second spell in total, with a minor breakthrough. That minor breakthrough raises the 1st level limit to 15 points. At 13.5 that leaves just 1.5 points to work with. Tight but let me see what can be done.
The first thing I can tinker with is the 3 Turns or 30 minute duration. That’s nice for a buff that you can set up and run but if I shave that down to 1 Turn I can free up some points. That’s still a solid 10 minutes of protection. Shaving down duration is usually my first go to. It does limit the utility of a spell but its been my experience that most of that duration is wasted. That lets me bump the AC protection up by a point giving AC 6 vs. melee and AC 8 vs. missile …
Improved Arcane Armor (1): Protection, AC 5 vs. melee and AC 7 vs. missile (10), +1 bonus to AC (5), invulnerability to magic missiles (5), range self (×0.75), target 1 creature (×1), duration 1 turns (×1), arcane (×1), total cost 15
Let’s keep that duration down and see what can be done with saves. The potential for abuse is there because of the multipliers. Its a Breakthrough spells so a little bit of abuse is expected. Let’s see just how bad it can get …
Future Harrowed here. As I commented below there was an issue with how I did the stacking of multipliers here. So I’ve made some adjustments.
Arcane Armor (1): Protection, AC 5 vs. melee and AC 7 vs. missile (10), +1 bonus to AC (5), Saving throw bonus +3 (20), Saving throw bonus limited to 3 of 5 categories (x0.5), invulnerability to magic missiles (5), range self (×0.75), target 1 creature (×1), duration 1 turns (×1), arcane (×1), total cost 23.125
Not down low enough. That’s the 2nd level spell range.
Future Harrowed again. I had a section here on spell creation abuse but as Pilsami pointed out my math was wrong so I’m taking that section out. Ain’t no point demonstating an issue when the real issue was with the writer. Hats off to him for the quick catch.
If you remove the invulnerability to Mage Missiles then you can up the protection to AC7 vs. missiles and melee …
Arcane Armor (1): Protection, AC 7 vs. melee and AC 7 vs. missile (20), range self (×0.75), target 1 creature (×1), duration 1 turns (×1), arcane (×1), total cost 15
Nah. That’s an interesting alternative for the character that isn’t expecting to be fighting other mages. But that’s not likely to be common in most games and for only an additional 2 points of AC vs. melee it doesn’t feel worth it. I think the Improved version is pretty good.
Now what about a greater version of the spell. Since the base spell is 1st level a 3rd level version seems like a good spot for a greater version …
Greater Arcane Armor (3): Protection, AC 7 vs. melee and AC 7 vs. missile (20), +3 bonus to AC (20), invulnerability to magic missiles (5), range self (×0.75), target 1 creature (×1), duration 1 turns (×1), arcane (×1), total cost 33.75
It looks a little like the more abusive versions above but its a 3rd level spell. It gives 10 AC against melee and missiles. Pretty decent for the Mage that finds himself in a bad situation. But still requires that 3rd level slot.
How about a ‘Supreme’ version at 5th level …
Arcane Armor (5): Protection, AC 7 vs. melee and AC 7 vs. missile (20), +3 bonus to AC (20), invulnerability to 1st level spells (25), range self (×0.75), target 1 creature (×1), duration 2 turns (×1.1), arcane (×1), total cost 53.625
Now the AC is the same from the Greater version but now there’s an immunity to all 1st level spells. Which means I could remove the Invulnerability to Mage Missile, don’t need that since Mage Missile is a 1st level spell. Not bad for the Mage that doesn’t want to have to deal with hordes of pesky low level spell casters. Let’s try tweaking it a bit …
Arcane Armor (5): Protection, AC 7 vs. melee and AC 7 vs. missile (20), +2 bonus to AC (10), invulnerability to 1st and 2nd level spells (35), range self (×0.75), target 1 creature (×1), duration 2 turns (×1.1), arcane (×1), total cost 53.625
AC drops by a point but now you’re invulnerable to 1st and 2nd level spells. I like that much better. Let’s see if I can get that invulnerability to cover higher level spells …
Supreme Arcane Armor (5): Protection, AC 5 vs. melee and AC 7 vs. missile (10), +1 bonus to AC (5), invulnerability to 1st to 3rd level spells (55), range self (×0.75), target 1 creature (×1), duration 1 turns (×1), arcane (×1), total cost 52.5
Now this I like. AC 6/8 and invulnerability to 1st through 3rd level spells. Nice way to make Fireball not a damned problem anymore. Powerful but its a 5th level slot and its only for a turn.
Looking at magical items we see that Arcane Armor is represented in a Potion and Brooch form.
Arcane Armor in a potion form is rather interesting. It doesn’t limit the user to being a mage. Now that seems like pretty obvious statement but look at what the spell can do and imagine the use cases for other classes. For a Thief or an Assassin that’s pretty potent protection against a spell casting target and you still get your DEX bonuses on top of that. By the time a spell caster figures out that the drinker is immune to low level spells that likely the end of them. But still only 1 turn of protection.
Potion of Improved Arcane Armor
This shimmering blue potion has a savory flavor and stains the lips and tongue a vibrant blue. For the duration of the potion the drinker is protected as if he had cast Improved Arcane Armor. Base Cost: 500gp (Single Charge 1st level effect). Apparent Value: 25gp
Potion of Greater Arcane Armor
This shimmering blue potion has a savory flavor and stains the lips and tongue a vibrant blue. For the duration of the potion the drinker is protected as if he had cast Greater Arcane Armor. Base Cost: 1500gp (Single Charge 3rd level effect). Apparent Value: 25gp
Potion of Supreme Arcane Armor
This shimmering blue potion has a savory flavor and stains the lips and tongue a vibrant blue. For the duration of the potion the drinker is protected as if he had cast Greater Arcane Armor. Base Cost: 2500gp (Single Charge 5th level effect). Apparent Value: 25gp
Now the Brooches. Funny word that. These being permanent items are much more expensive but you’re getting a load of that protection for the money. As a GM I’d watch the Greater and Supreme level items. They’re going to be potentially disruptive but this is ACKS and if you want that kind of immunity you’re going to pay in time and money.
Brooch of Improved Arcane Armor
This silver brooch for fastening a cloak is in the shape of a shield with heraldry detailed in gold wire. The brooch creates a weightless and invisible suit of armor around its wearer, guaranteeing him AC 8 against missile attacks and AC 6 against melee attacks, as the spell improved arcane armor. This protection stacks with modifiers to AC from DEX but not with modifiers to AC from armor, class powers, conditions, magic, or proficiencies. The brooch also renders its wearer immune to mage missiles, whether cast by a spell caster or from a magic item. Base Cost: 19,000gp (Permanent (1/3 turns) 1st level effect). Apparent Value: 250gp.
Brooch of Greater Arcane Armor
This silver and platinum brooch for fastening a cloak is in the shape of a shield with heraldry detailed in gold and blackened wire. The brooch creates a weightless and invisible suit of armor around its wearer, guaranteeing him AC 10 against missile attacks and AC 10 against melee attacks, as the spell greater arcane armor. This protection stacks with modifiers to AC from DEX but not with modifiers to AC from armor, class powers, conditions, magic, or proficiencies. The brooch also renders its wearer immune to mage missiles, whether cast by a spell caster or from a magic item.
Base Cost: 57,000gp (Permanent (1/3 turns) 3rd level effect). Apparent Value: 250gp.
Brooch of Supreme Arcane Armor
This silver and platinum brooch for fastening a cloak is in the shape of a large shield with heraldry detailed in gold and blackened wire. The brooch creates a weightless and invisible suit of armor around its wearer, guaranteeing him AC 8 against missile attacks and AC 6 against melee attacks and invulnerability to all 1st through 3rd level spells, as the spell supreme arcane armor. This protection stacks with modifiers to AC from DEX but not with modifiers to AC from armor, class powers, conditions, magic, or proficiencies. Base Cost: 95,000gp (Permanent (1/3 turns) 5th level effect). Apparent Value: 250gp.
"That’s a spell that no GM is going to approve for 1st level."
Looks balanced to me, I don't see what the fuss is about.
- Me, a player.
Could also try a protective field variant that changes the number of targets or area of effect, so you can shield your men. I wondered if there was a way to make it a reaction like 5e but doesn't appear to be an option in the JJ.