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Magic Vestment

Source PRPG Core Rulebook pg. 310 (Amazon)
School transmutation; Level cleric/oracle 3, inquisitor 3, occultist 3, shaman 3, warpriest 3


Casting Time 1 standard action
Components V, S, DF


Range touch
Target armor or shield touched
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)


You imbue a suit of armor or a shield with an enhancement bonus of +1 per 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

Source Mythic Adventures pg. 100
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.