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Magic vestment,[1] and an older version called magical vestment,[10][11] were transmutation or enchantment spells respectively, that improved the armor value of clothing, a shield, or a suit of armor.[1][10][11]


Though similar in effect, the two versions of this spell were different in practice. The transmutation version could be cast on anyone's clothing, armor, or a shield as long as the caster could touch the targeted vestment.[1] The enchantment version only worked on the caster. The transmutation version lasted for hours[1] while the enchantment version lasted for only 25 to 100 minutes or so.[10][11] However, the improvement in armor was better in most cases for the enchantment version.[10][11]

Starting with plain clothes or robes, the enchantment version immediately granted protection equivalent to chain mail and increased up to field plate armor as the level of the caster increased.[10][11] For the transmutation version, the lowest level improvement was equivalent to donning padded armor and increased up to chain mail as the level of the caster increased.[1] However, the enchantment version was not cumulative with existing armor, so magical vestment was only worth casting if the result was better than what the caster was already wearing,[10][11] whereas magic vestment improved any existing armor or shield.[1]


In addition to verbal and somatic components, this spell required the caster's holy symbol or divine focus to cast.[1][10][11]



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  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 251. ISBN 0-7869-2886-7.
  2. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 63, 64. ISBN 0-7869-1836-5.
  3. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), pp. 87, 89. ISBN 0-7869-3134-5.
  4. Hal Maclean (May 2007). “Seven Saintly Domains”. In Erik Mona ed. Dragon #355 (Paizo Publishing, LLC), p. 26.
  5. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 28, 211. ISBN 0-88038-716-5.
  6. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 39, 269. ISBN 0-7869-0329-5.
  7. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 154. ISBN 1-56076-107-5.
  8. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 188. ISBN 0-7869-0394-5.
  9. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 63. ISBN 0-8803-8099-3.
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 211. ISBN 0-88038-716-5.
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 269. ISBN 0-7869-0329-5.