Armored Vermin

Drow of the Underdark (DrU)Updated Supplementals (3.5)

Armored Vermin is a D&D 3.5 spell (Transmutation) from DrU. On class lists for Cleric (Level 4), Druid (Level 4), Cleric Variant (Level 4), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: Will negates (harmless); Duration: 1 round/level (D); Casting time: 1 standard action.

School
Transmutation
Casting Time
1 standard action
Components
V, S, DF
Range
Close (25 ft. + 5 ft./2 levels)
Target
Up to three vermin within 30 ft. of each other
Duration
1 round/level (D)
Saving Throw
Will negates (harmless)
Spell Resistance
Yes (harmless)

The vermin you select pause for a moment as their exoskeletons take on a metallic sheen.
You cause the exoskeletons of up to three vermin to harden to the strength of steel.
The spell increases the vermin’s natural armor bonus by 2.
This bonus increases by 1 for every three caster levels above 7th, to a maximum of +6 at caster level 19th.
The enhancement bonus provided by armored vermin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor.
A vermin with no natural armor has an effective natural armor bonus of +0.