| Spell Information | |
| Spell level : | Innate level: 2, Druid: 2, Ranger: 2, Other: Cleric with Plant domain 3 |
|---|---|
| School : | Transmutation |
| Components : | Verbal and Somatic |
| Range : | Touch |
| Target/Area : | Single |
| Duration : | 1 Hour * cLevel 20 Rounds (cLevel). |
| Save : | Harmless |
| Spell resistance : | No |
Description
Barkskin hardens the target creature's skin, granting a natural armor bonus to armor class based on the caster's level:
- Level 1-6: +3
- Level 7-12: +4
- Levels 13+: +5
Gameplay Notes
Due to a lack of natural armor increasing magical items (the main one being amulets), this spell proves to be a useful spell for many druids, even when most level 2 spells become near worthless in battle. Due to it being a long duration, and improving up to level 13, it is a good defensive spell for casting out of battle. A +5 AC amulet could cost hundreds of thousands of gold, making this a good spell to replace the need for the amulet (and making the amulet slot available).
At the lowest level, +3 AC may even be the majority of lower armoured creatures armor! The bonus is substantial, since players usually never get +3 natural amulets at level 1.
Clerics with the Plant Domain also have a great benefit from this spell being available.
Technically this spell can be cast multiple times, although its effects do not stack.
- Spells
- Transmutation spells
- Spells with icon
- Spells missing pictures
- Level 2 innate spells
- Level 2 druid spells
- Druid spells
- Level 2 ranger spells
- Ranger spells
- Other spellcaster spells
- Verbal and Somatic spells
- Touch range spells
- Long duration spells
- Harmless save spells
- Spells without spell resistance
- Non-hostile spells
- Spells that can be Extended
- Spells that can be Maximized
- Spells with duration 1 hour / level
- Spells that can be Persisted