Magic Vestment

Xar666

First Post
Magic Vestment

Transmutation
Level: Clr 3, Strength 3, War 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

The character imbues a suit of armor or a shield that the character touches with an enhancement bonus of +1 per three caster levels (maximum +5 at 15th level). An outfit of regular clothing counts as a suit of armor that grants no AC bonus for purposes of this spell.

Note: An enhancement bonus increases armor’s or a shield’s benefit to the wearer’s AC. A suit of armor cannot have more than +5 in total bonuses (even if some of its bonus is from other than enhancement).

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A: If a 6th lvl cleric casts this upon a +1 shield, so that it is now a +3 shield for AC purposes. Does this affect the shield's enhancement bonus for Sundering purposes? Would an NPC need a +3 weapon to sunder this shield while the spell is in effect?

B: My group has a 6th lvl cleric that casts Magic Vestment using a Necklace of Karma Beads (+4 to caster level)on his Full plate +1 and his large steel shield +1. He now has an AC of 26. He has the feat Expertise that he uses to add +4 to his AC. So, at level 6 this cleric has an AC of 30.

I, the DM, have maybe hit this character 6 times in the whole campaign. The last time was with an Ogre Ftr2 wielding a MW Fullblade. This cleric is walking wall of defense. Three of the other party members have died in the campaign so far.

I am running Return to the Temple of Elemental Evil and this cleric fears nothing. I don't blame him; I cannot hit him with most of the monsters in the module unless I roll a natural 20 (using variant rules: natural 20 always hits and natural 1 always misses). Have you experienced this? Does this spell cause problems for any other DMs out there? The AC coupled with the cleric using Spikes on a stick is insane.

Any thoughts or suggestions?
 
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You are missing the fact that enhancement bonuses do not stack.
A +1 shield with a Magic Vestment (caster level 6, i.e. +2) is for all purposes and intents a +2 shield for as long as the spell lasts.
 

I don't think it's a +3 shield, but a +2 shield. Enhancement bonuses don't stack, so you use the better of the two - +1 from the shield, or +2 from the spell.

IceBear
 

Every spellcaster knows to start with Haste then Dispel Magic on the Cleric or Psi Warrior. There go half their spells. Also, look into ranged touch attack stuff like Alchemists Fire and spells. If you throw in a mix these not only take the cleric down a peg, but make your rogue/dex players look really cool.

And yeah, Enhancement boni do NOT stack, they overlap.

There are quite a few ways to get around heavy armored guys, just remember to throw in a mix so everyone feels their character rocks at least sometimes.
 

Enhancement bonus stacking, well, doesn't, as has been pointed out.

The cleric is using his abilities well - to say alive. Good for him.


Natural "20" to hit and "1" to miss is not a variant, it's a core rule. The same rule for Saves is in the FAQ, but not in the core rules (just so's ya know).
 

I realize that enhancement bonuses don't stack. That is why his AC is 30 and not 32.

Full Plate +1, add +3 from Magic Vestment, = Full Plate +3
Large Steel Shield +1, add +3 from Magic vestment, = Shield +3

So this is common then? Ok if that is the case, that is fine. He is just using his abilities well.
 


Gah! I just looked at the "+3 shield", and didn't look at "6th level cleric". My bad.

My party is going through RttToEE, too. I have a cohort who packs the following weapons, after encountering a slew of heavily armored troglodytes: ranseur (disarm), guisarme (trip), mancatcher (grapple), net (entangle), as well as flasks of acid, alchemist's fire, and tanglefoot bags.
 


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