A spell to enchant wholly natural armors (i.e., bone, cloth, quilted, and leather). The enchantment of armor is expressed in terms of Enchantment Levels, each of which reduces the impact of any strike upon it by one. Levels of enchantment which are successfully placed on armour must be carefully noted. Kynor's Ward cannot be combined with any other enchantment and can be cast only once on a single piece of armour. The number of enchantment levels added to the armor depends on the success level achieved and the SI of the caster:
SI | MS | CS |
---|---|---|
0 - 5 | EL+1 | EL+1 |
6 - 8 | EL+1 | EL+2 |
9 | EL+2 | EL+3 |
10 | EL+2 | EL+4 |
11 | EL+3 | EL+5 |
12 | EL+4 | EL+6 |
If the caster rolls MF with Kynor's Ward, no enchantment is gained. If CF is rolled, the armor is destroyed. Duration is indefinite if laid on an existing piece of armour and permanent if laid as the armour is being made.
ML76+: Can be cast on mostly natural armour.
Fatigue: (15 - SI)x3.5
Time: (15 - SI)x2 hours
Range: Touch
Duration: See above