Phantom Armor (Wizard Spell)

When this spell is cast, the wizard creates a quasi-real suit of plate mail. This semi-illusory material covers the subject and actually gives some real protection unless the opponent ac­tively disbelieves in the armor (saving throw vs. spell), or else a dispel illusion or dispel magic spell is cast upon it, or a wand of negation af­fects it. The spell will not function with any other form of magical protection.
Until gone, or disbelieved, the armor protects the wearer as if it was plate mail (AC 3). For each level of the spellcaster, the phantom armor will absorb 1 point of damage delivered by a blow that would otherwise hit Armor Class 3. When the armor has absorbed as many points of damage as the spellcaster has levels of experi­ence, it is dispelled and vanishes. Any remaining damage accrues to the wearer.
Additionally, phantom armor gives a bonus of +1 to saving throws against all attack forms that would be similarly modified by magical armor. The dweomer in no way affects the movement or spellcasting abilities of the wearer. Phantom armor is not subject to rust monster attack (and such may enhance disbelief).
The material component is a small plate of mithral (10 gp value) that disappears when the spell is cast.
Notes: Uncommon spell. (Originally from Unearthed Arcana.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells