Instant Armor

5th Edition
Upon casting this spell, any metal armor you're wearing, including a shield, is whisked away into an extradimensional space that's linked to you. If the armor is magical and you are attuned to it, you remain attuned to it while in this space, though you don't gain its benefits. As a Bonus Action, you can snap your fingers and cause the armor to immediately appear again, properly equipped, then the spell ends. If you do not use this Bonus Action for the duration of the spell, the extradimensional space collapses, ejecting the armor's pieces on the ground under you.
 
3.5th Edition
Upon casting this spell, any metal armor you're wearing, including a shield, is whisked away into an extradimensional space that's linked to you. If the armor is magical and you are attuned to it, you remain attuned to it while in this space, though you don't gain its benefits. As a Swift Action, you can snap your fingers and cause the armor to immediately appear again, properly equipped, then the spell ends. If you do not use this Swift Action for the duration of the spell, the extradimensional space collapses, ejecting the armor's pieces on the ground under you.
 
AD&D 2e

 
Pathfinder 2e
Upon casting this spell, any metal armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you.   Armor Up! [pf1a] (manipulate) Effect You snap your fingers. The armor returns to your body.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Metal
Spell Spheres
Summoning
2nd Edition
Level
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AoE
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3.5th Edition
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4th Edition

 
5th Edition
Level
Bard 2, Paladin 2, Wizard 2, Cleric 3
Casting Time
10 Minutes
Range
Self
Components
10 Minutes
Duration
24 Hours

 
Pathfinder 2e
Tags
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Traditions
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Range
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.