Jamye's Armour Reversal
(Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  Special

This spell reverses the effects of armour worn (or lack thereof) on the subject touched, in the sense that melee attacks that would have normally hit the subject will miss, and melee attacks that would have normally missed the subject will hit. For example, an AC 5 wizard that has cast armour reversal on himself is attacked by a 10th-level fighter. The fighter would normally need a 6 or better to hit AC 5; with this spell in effect, the fighter needs a 5 or less to hit AC 5. Note that this spell is more useful as the amount of armour the subject has on decreases!
All bonuses to hit that the opponent has work in the opponent's favour, i.e., if the aforementioned fighter had a Strength of 17 (+1 to-hit) and a +2 weapon, these would be subtracted from the die roll - thus the fighter would need an 8 or less to hit AC 5. Likewise, penalties are added to the die roll, penalising the attacker as usual.
This spell does not affect missile weapons at all, nor does it affect spell saving throws or anything other than melee weapon attacks. If the subject of the spell is willing to have the spell cast upon him, there is no saving throw; otherwise the subject saves as usual. The spell can be counteracted by the usual means (dispel magic, et al.), by another casting of armour reversal, or by the 7th-level Jamye's improved armour reversal (q.v.).
The material components of this spell are a small magnet and a diamond of no less than 100 gp value.

