Design: Enchant Armour [Effectiveness: 6] [Expense: 4] [Bugs: 5]
Out first foray into defensive magic has proved a remarkable success. By drawing upon the same 'force augmentations' that strengthen and balance weaponry, we have developed a (comparatively) simple spell that uses the same principles to harden armour, even clothing, to resist the effects of blows and even deflect minor splashes of acid from spitter strikes. The spell has two basic 'forms', a personal variant that requires constant maintenance and a distributed casting that remains in effect for an hour or more before fading. Our mages do require some mental expenditure to maintain the distributed casting, so they can usually only maintain 14-15 such enchantments in place at a time, but each one can double the strength of a spearman's armour, or give a spearman's level of protection to an unarmoured slave. These versions are not too flexible, however; they realistically only provide protection in close melee.
The personal version is stronger, but each mage can only maintain a single casting at once - typically on themselves. The personal armour enchantment turns their cloth robes into the equivalent of a spearman's leather armour by default; they can rely on this level of protection even in an ambush or under a cavalry charge, when they wouldn't have the presence of mind to 'tune' the enchantment. In melee or when under ranged barrages, the enchantment can be tuned to provide extra protection. When defending against ranged attacks, the mage can sweep one of the long flaps of their robe in front of them like a shield and focus the enchantment into that flap so that it provides the same protection as a hoplite's bronze shield. When in melee, the mage can create a sort of 'buckler' of strengthened enchantment in the fabric of their robe and then move it around to deflect particularly strong blows, giving them powerful resistance to damage - again, about on par with a hoplite's bronze breastplate.
The only downside is that the spell has a one minute casting time, so a mage must sustain their personal variant continuously on themselves and make sure to pick their chosen recipients before the melee closes.
It is now the Revision Phase. You have 2 dice remaining.