A Deep Dive into AD&D 2e Spells: Armor

Armor (Conjuration)

Level: 1
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

For the low-level wizard, survival is often a matter of not being seen. But when the front line breaks, Armor is the invisible barrier between life and a very short adventuring career. Unlike its cousin Shield, which is a reactive combat spell, Armor is a long-term investment in personal safety that doesn’t hinder a wizard’s most precious asset: their ability to cast spells.

Functional Overview

This spell creates a magical field of force equivalent to Scale Mail (AC 6). It is specifically designed for unarmored characters; it has no effect if the target already has an AC of 6 or better.

  • Non-Encumbering: The magical field adds no weight, does not slow movement, and—crucially—does not interfere with complex somatic components, allowing for uninterrupted spellcasting.
  • Duration via Resilience: The spell lasts until it is successfully dispelled or until the wearer sustains a specific amount of cumulative damage: 8 points + 1 point per level of the caster.
  • Stacking Mechanics: * It does stack with Dexterity bonuses. It does stack with a physical shield (useful for fighter/mages).

Crucial Distinction: The armor does not absorb damage. The wearer still takes full damage from every hit; the damage total simply acts as a “timer” for when the magical field finally collapses.

Tactical Insights & Observations

  • Essential Early Game Survival: For a wizard with a base AC of 10, jumping to AC 6 (or better with Dexterity) is a massive increase in survivability against low-level threats like goblins or kobolds.
  • The “Pre-Buff” Priority: With a casting time of 1 round, this isn’t a spell you cast once the swords are drawn. It is a proactive defense to be cast at the start of the adventuring day or before entering a known hostile zone.
  • Fighter/Mage Synergy: This spell is a godsend for multiclass characters. It allows a fighter/mage to enjoy the protection of Scale Mail while retaining the freedom to cast spells, all while adding the AC bonus of a physical shield.
  • Resource Management: Because the duration is damage-dependent rather than time-dependent, a high-Dexterity wizard who avoids getting hit can theoretically keep a single Armor spell active for days, making it one of the most “slot-efficient” spells in the game.

Research & Acquisition

Armor is a staple Conjuration spell and a high priority for any wizard’s spellbook.

  • Research Time: 1d10 + 1 weeks.
  • Financial Investment: 100–1,000 gp.
  • Material Component: A piece of finely cured leather, blessed by a priest. (The leather is not consumed, but the blessing implies a connection to a temple or a friendly cleric).

Theoretical Variants

Advanced research allows a wizard to refine the density and resilience of this force field, leading to more potent, “Improved” versions:

  • Improved Armor (Level 2): This variant manifests as a field equivalent to Plate Mail (AC 4). The damage threshold is significantly bolstered, dissipating only after the wearer sustains 16 points + 2 per caster level. Due to the complexity of the weave, the casting time increases to 1 minute.
  • Greater Armor (Level 3): A pinnacle of personal Conjuration, this creates a field equivalent to AC 2. It is incredibly resilient, lasting until the wearer sustains 24 points + 3 per caster level. This version requires extensive ritual preparation, taking 10 minutes to cast.

The Verdict

While it lacks the immediate “wow” factor of offensive magic, Armor is the foundation of a wizard’s defense. It provides reliable, long-term protection that rewards players who play tactically and keep their distance, ensuring they live long enough to cast those higher-level spells.