Illusory Vestment

School illusion (shadow) [shadow]; Level sorcerer/wizard 4


Casting Time 1 standard action
Components V, S


Range close (25 ft. + 5 ft./2 levels)
Target one suit of armor or a shield
Duration 1 min./level
Saving Throw Will negates (harmless, object), Will disbelief, see text; Spell Resistance yes (harmless, object)


You use shadow magic to create an illusory enchantment on a suit of armor or a shield. This functions as the spell magic vestment, except the enhancement is only partially real and you can grant different properties. In place of the enhancement bonuses, you can grant any of the following armor special properties: deathless, defiant, fortification (any), ghost touch, invulnerability, spell resistance (any). Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the equipment already has, but duplicates do not stack. If the armor or shield is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

When a creature attacks a creature that is using the equipment enhanced by illusory vestment in any way (such as with an attack, spell, or combat maneuver), that creature is entitled to a Will save to disbelieve the enhancements. This save is done before the attack roll (if any) is made. A successful save makes any special properties granted by illusory vestment (such as fortification or spell resistance) not function against attacks made by that creature. Regular enhancement bonuses continue to work as normal against that creature, as do any special properties that were already on the armor or shield.

Section 15: Copyright Notice

Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore

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