Supercharge Armor

Classes Technomancer 2
  School abjuration
  Casting Time 1 standard action
  Range touch
  Target one suit of armor worn by a creature
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You supercharge the target armor. The armor’s hardness doubles; the armor sheds light in a 20-foot radius, increasing the light level 1 step to a maximum of normal light; and the creature wearing the armor gains temporary Hit Points equal to 5 + your caster level as long as it wears the armor.

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