Metal Shell (3.5e Power)

You gather metal particles from around you and use them to form a very protective but cumbersome metal shell around the target. If the target is willing or unsuccessful on its saving throw, it is encased in metal, granting it a +10 armor bonus to AC with a max dexterity bonus of 1, an armor check penalty of 10 and an arcane spell failure of 50%. The metal shell counts as heavy armor (negating some class features, imposing a penalty on movement and skills, among other things) and weighs 75 pounds. If the creature was unwilling, the armor counts as having been donned hastily.

After the power duration ends, the magnetic force that kept the armor solid fades, and the armor collapses back into worthless fragments. Alternatively, the metal shell can be removed as a breastplate, and upon being removed, the power immediately ends.

Augment: You can augment this power in one or more of the following ways.

1. For every additional power points you spend, you can inflict 1d8 damage on the target of this power as the metal shell violently compress their torso.

2. For 2 additional power points you spend, you can use that power at close range instead of touch range.

For every two additional power points you spend on any augmentation, the DC rises by +1.