|Spell level :||Innate level: 4, Druid: 4, Sorcerer/Wizard: 4, Other: Earth domain 4|
|Components :||Verbal and Somatic|
|Duration :||1 Hour * cLevel|
20 Rounds (cLevel).
|Spell resistance :||No|
This spell grants the target creature damage reduction 10/adamantine. The spell absorbs 10 points of melee damage per caster level, to a maximum of 100, before collapsing.
Gameplay Notes Edit
Note: Adamantine weapons get past almost all forms of magical damage resistance (except (Dark Foresight).
It is a bread and butter spell of the sorcerer and wizard classes, for the main reason it can be cast on anyone. Greater Stoneskin and Premonition do not have the advantage. Thus, you can provide protection for the entire party against most weapon damage.
Since it is such a standard protection spell, Adamantine weapons are costly (adamantine weapons also provide extra non-physical damage). Wizards are much better to not get into melee combat at all, or use personal spells such Mirror Image, Displacement and Invisibility, Greater to conceal themselves against attacks if they do get into melee, although this spell does help against most enemies.
Its long duration means that most mages will cast this, if adventuring, during the start of the day when they are a high enough level. It is usually useful to have it for the entire party too.
This is a useful spell to cast from a Wand, Scroll or Rod since it only uses caster level to determine its effects (and only up to level 10), and potentially frees a lot of spell slots.
Clerical note: The Earth domain is powerful for the use of this spell, allowing Clerics to become even more powerful protective/defensive spellcasters.