Barkskin | |
Spell Information | |
Spell level : | Innate level: 2, Druid: 2, Ranger: 2, Other: Cleric with Plant domain 2 |
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School : | Transmutation |
Components : | Verbal and Somatic |
Range : | Touch |
Target/Area : | Single |
Duration : | 1 Hour * cLevel 20 Rounds (cLevel) |
Save : | Harmless |
Spell resistance : | No |
Description[]
Barkskin hardens the target creature's skin, granting a natural armor bonus to armor class based on the caster's level:
- Level 1-6: +3
- Level 7-12: +4
- Levels 13+: +5
Gameplay Notes[]
Due to a lack of natural armor increasing magical items (the main one being amulets), this spell proves to be a useful spell for many druids, even when most level 2 spells become near worthless in battle. Due to its long duration and scaling improvement to level 13, it's a good defensive spell, particularly for casting out of battle. A +5 AC amulet could cost hundreds of thousands of gold, making this a good spell to replace the need for the amulet (and making the amulet slot available).
Even at lowest level, the +3 AC this spell affords is substantial, since players usually can't get +3 natural amulets at enhancement level one. Its first level enhancement may even be the majority source of AC for lower armored creatures.
Clerics with the Plant Domain also have a great benefit from this spell being available.
Technically this spell can be cast multiple times, although its effects do not stack.