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Spiked Armor

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School transmutation; Level bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, shaman 1


Casting Time 1 standard action
Components V, S, M (1 iron spike)


Range touch
Target 1 suit of metal armor or 1 metal shield
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)


The targeted suit of armor or shield sprouts thousands of tiny iron spikes like porcupine quills. These do not harm the armor’s wearer (though donning or removing armor under the effects of this spell takes twice as long), but they act as armor spikes or shield spikes (as appropriate). Any creature attacking the wearer with natural weapons takes 1 point of piercing damage for each attack that hits.

At 5th level, the spikes gain a +1 enhancement bonus on attack and damage rolls; this bonus increases to +2 at 10th level. At 15th level, the spikes also gain the anarchic weapon quality.

Section 15: Copyright Notice

Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.