Magic Vestment
School: transmutation
Level: Shaman 3, Cleric 3, Oracle 3, Warpriest 3, Inquisitor 3, Occultist 3
Casting Time: standard action
Components: V, S, DF
Range: touch
Target: armor or shield touched (1)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
Source: Pathfinder Core Rulebook, p. 310
Description
You imbue a suit of armor or a shield with an enhancement bonus of +1/four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Mythic Magic Vestment
You can add one armor special ability to the target if it’s armor or one shield special ability if it’s a shield. The special ability must have a base price modifier no greater than a +1 enhancement bonus or 4,000 gp.
Augmented (3rd): If you expend two uses of mythic power, you can add any number of special abilities with a total base price modifier no greater than a +2 enhancement bonus or 15,000 gp.
Mythic Adventures, page 100
