Spell
Mage Armor
- Type
- Any-time spells
- Cost (wounds)
- 1
- Effect
- Absorbs 1D3+1 wounds.
Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.
How it plays
Mage Armor absorbs 1D3+1 wounds (3 on average) for the character it is cast on, for a cost of just 1. It doesn't stop wounds paid as spell costs, or spells that don't wound directly, such as Charm. Cast it on a front-rank character before a hard fight.
- Costs 1 wound of the caster's own strength, and the spell can't be cast if that would kill the caster.
- Can be cast at any point in play, though a few spells only help in one situation (rule 10.6).
- Absorbs 3 wounds on average before the armour is used up.
Figures come straight from the rulebook tables and rules, before any magic items or bonuses.
Citadel of Blood and Labirynt Śmierci
Called Magic Armour in Labirynt Śmierci.
Full rules: 10.0 Magic· 11.0 Resistance Checks· Spell list (10.9)