Spell

Magic Armour

Type
Any-time spells
Cost (wounds)
1
Effect
Absorbs 1K3+1 wounds.

Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.

How it plays

Magic Armour absorbs 1K3+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.

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In Citadel of Blood

Known in Citadel of Blood as Mage Armor.

Full rules: 10.0 Spells· 11.0 Resisting Spells· Spell list (10.9)

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