Does the Reflecting Armor spell block damage?


Rules Questions

Scarab Sages

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It seems to imply that when you decide to dismiss it as a reaction the damage you just took gets reflected back at the target who needs to make a Reflex save for half.

It neither says you take or not take the damage in the description. So
how does it work?

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Core page 372 wrote:

REFLECTING ARMOR 1

School abjuration (force)
Casting Time 1 standard action
Range personal
Duration 10 minutes/level or until dismissed (D); see text
You create a shimmering skin-like coating of mystical force
that covers your body, allowing you to reflect damage you
take back against your attacker. At any time during this
spell’s duration, when you take Hit Point damage from an
attack made with a weapon by a foe within 100 feet
, you can
choose to dismiss the spell as a reaction. If you do, the armor
crackles with energy as it disappears, arcing through the air to
strike the attacking creature, which takes an amount of force
damage equal to the damage dealt to you at the time this spell
was dismissed (maximum 10). The target can attempt a Reflex
save for half damage.

Bolding mine.

You have to take hit point damage for this to work and you have to have a reaction available for you to dismiss and reflect the same amount of damage you took back to the attacker.

Dataphiles

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It seems odd to have a spell called "Reflective ARMOR" that doesn't provide any kind of protection. Also, dealing revenge damage when you take damage isn't really "reflecting" anything... reflection implies something bounces off of you, like a mirror reflects light rather than absorbing it.

A much less misleading spell name might be "Pain-Duplicating Shell" or "Aura of Vengeance" or something. The spell as written is neither "reflective" nor "armor".


Yeah, I'm not seeing how this provides any protection. No armor bonus and it sounds like the caster still takes damage while the attacker gets a save. Seems subpar even for 1st level spell.

Grand Lodge

It's potentially a lot of damage, and you can easily keep it up without losing actions in combat.

It's the "take Hit Point damage" part that makes this marginal IMHO. Only getting to use it *after* your Stamina is depleted is weird. I feel like maybe they changed how Stamina/HP worked after they wrote the spell, and didn't revisit it?


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Markov Spiked Chain wrote:

It's potentially a lot of damage, and you can easily keep it up without losing actions in combat.

It's the "take Hit Point damage" part that makes this marginal IMHO. Only getting to use it *after* your Stamina is depleted is weird. I feel like maybe they changed how Stamina/HP worked after they wrote the spell, and didn't revisit it?

It's not potentially a lot of damage, its potentially 10 damage.

Liberty's Edge

*Casts "Animate Thread".*
As it has already been said, if you also take the damage then Reflective Armor is neither reflective nor armor.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

agreed, i would have called it... hmm, "Forceful Deterrence"?

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I could argue the "Reflective" property allowing you to take damage but still cause damage on the origin of the damage is not a new thing.

Look at Diablo 3, League of Legends, Star Wars The Old Republic, and other such games.


I allow it too as it is a terrible spell otherwise. Honestly it is not a great spell either way.

Scarab Sages

It's not terrible. It has a long enough duration and requires no real effort on your end. So cast before combat and use it to "discourage" attacks against your person. And it does deal a solid 5-10 force damage without requiring anything more than a reaction.

Definitely more impressive on characters with more health (just because your more likely to survive it's use...). So the higher level you are, the more useful this spell will be. Not recommended as a starting spell.

But I agree, the name is very misleading.


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Murdock Mudeater wrote:

It's not terrible. It has a long enough duration and requires no real effort on your end. So cast before combat and use it to "discourage" attacks against your person. And it does deal a solid 5-10 force damage without requiring anything more than a reaction.

Definitely more impressive on characters with more health (just because your more likely to survive it's use...). So the higher level you are, the more useful this spell will be. Not recommended as a starting spell.

But I agree, the name is very misleading.

Fair enough. Terrible was probably too strong a word. I just feel that without stopping any damage magic missile, supercharge weapon, and overheat are much better alternatives. Spending a precious spell slot on this is rough.

Scarab Sages

Hastur! Hastur! Hastur! wrote:
Fair enough. Terrible was probably too strong a word. I just feel that without stopping any damage magic missile, supercharge weapon, and overheat are much better alternatives. Spending a precious spell slot on this is rough.

Thanks.

Magic Missile still requires an action. So if you wanted to obliterate something in a round, being able to hit them with 5-10 force damage via a reaction AND still cast magic missile would make for a higher DPS round.

In alternative, you could use this to attack an additional target in a given round.

Additionally, this spell doesn't require being able to see the target (as far as I can tell), which means it works just fine against invisible or sniping opponents. Granted, you do have to be able to survive the attack that damages you in order to use it, so it certainly isn't perfect.

I will also note that this is one of very few damaging 1st level Mystic spells. So even if it is less impressive to a Technomancer, it has an angle with Mystics.

My Mystic (Healer) will be taking this spell at 2nd level (First level is dedicated to Mystic Cure, Remove Lesser Condition and Life Bubble).

Liberty's Edge

Murdock Mudeater wrote:

...

I will also note that this is one of very few damaging 1st level Mystic spells. So even if it is less impressive to a Technomancer, it has an angle with Mystics.
...

I took Mindbreaker. I like the Mind Thrust series of spells.

Scarab Sages

Played my Mystic (Healer) yesterday and was wishing I had taken Reflecting Armor. It's a full round action to heal all my allies, so I have no actions to spare on attacks or Guarded Steps. At one point, I was attacked by a melee character. Low Level encounter, so I was fine, but I did get knocked down to 2 points HP in one attack (I only have 10 HP and 6 Stamina) and I had no melee weapon equipped to react with. Reflecting Armor would likely have dropped the attacker. Instead, I had to slowly withdraw while self healing.

Dataphiles

when you take Hit Point damage from an
attack made with a weapon by a foe within 100 feet. Does this mean that it doesn't work on spells/abilities?

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