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The caster uses a person’s blood mixing with air to harden it into an armour as hard as iron. The caster chooses a character within range 6 and for 1 plus casting modifier minutes (to a minimum of 1), that character gains Armour for the remainder of the round whenever they suffer Bleeding damage. The amount of armour gained is equal to 1 + 1 for every 3 Bleeding damage they suffered.

Attributes

Spell Levels
Druid 1st, Cleric 1st [Domain Only]
Type
Target
Action Cost
1 Swift Action
School
Transmutation
Saving Throw
None