a seed encased in ice or glass
Source: Deep Magic for 5th Edition
When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.
A creature striking a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage.
If the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired.
When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.
About Protective Ice
Protective Ice is a Level 3 level spell from the school of Abjuration.
This spell has a casting time of action , and a range of Touch . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
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At Higher Levels: When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points).
Casting Tips
2 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: Mid-tier spell with significant tactical impact. Great for resource management challenges.
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Concentration: Requires concentration. Maintain focus to sustain the spell's effect.
School of Magic: Abjuration
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School of Magic: Abjuration
Abjuration spells are protective, warding off harm or blocking magical effects.
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