Revenant Armor
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, F (one suit of armor)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.F (Focus): A prop used during casting but, unlike a material component, not consumed — it can be reused. Negligible cost unless a price is given.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one suit of armorHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 day/level or 1 hour/level; see belowHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
This spell endows a suit of armor with a singular purpose realized only after its wearer goes unconscious or is killed; whenever the wearer of a suit of armor warded by revenant armor is brought below 0 hit points or otherwise rendered unconscious (but not paralyzed or held) in combat, the armor is immediately brought to life as a Medium animated object. This animated suit of armor still contains the unconscious (or dead) body of its former wearer and moves with a shambling gait at a speed of 20 feet. This animated object has average hit points and, if the armor is made from metal, it has the metal animated object extraordinary ability (plus additional abilities based on the type of metal, as indicated on page 14 of the Pathfinder RPG Bestiary). Once animated, the revenant armor remains standing (and stands if knocked prone, doing so without provoking attacks of opportunity), and prevents the wearer of the armor from being considered helpless. If an ally of the wearer is within range of the armor, she can direct it to move, though it refuses to go anywhere that requires a skill check. If grappled or otherwise restrained, it can attempt to break free with a Strength score equal to your caster level and a CMB equal to 1 + your caster level + the armor’s Strength modifier. If the armor’s wearer is reduced to dust, made conscious, or removed from the armor, the spell ends.