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Mage Armor

Mage Armor
  • Level: 1
  • School: Abjuration
  • Class: Sorcerer, Wizard
  • Casting Time: Action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 hours

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Tactical Usage

Mage Armor serves as essential magical protection for unarmored spellcasters, providing a significant AC boost that remains effective throughout most encounters. Cast it during long rests or preparation periods to maximize its 8-hour duration without consuming spell slots during combat. The spell is particularly valuable for Wizards and Sorcerers who lack armor proficiency, transforming their typical AC 10 + Dex into AC 13 + Dex. Target it on party members who rely on Dexterity for defense, including Monks, Barbarians using Unarmored Defense, or any character caught without armor. The spell's long duration makes it ideal for adventuring days where multiple encounters are expected, providing consistent protection without requiring concentration.

Spell Combinations

Mage Armor synergizes exceptionally well with Shield spell, creating a powerful defensive combination where the base AC 13 + Dex can suddenly spike to AC 18 + Dex when needed. Pair it with defensive spells like Blur, Mirror Image, or Displacement for layered protection strategies. The spell works excellently with Haste, as the increased Dexterity modifier enhances the AC calculation. Combine with Stoneskin or other damage resistance spells for comprehensive defense. For Warlocks, pairing Mage Armor with Armor of Agathys creates both AC improvement and retaliatory damage. The spell complements mobility spells like Misty Step or Dimension Door, allowing unarmored casters to maintain protection while repositioning. Works well with summon spells, as summoned creatures often lack armor and can benefit from the AC boost.

Material Component Details

The piece of cured leather required for Mage Armor is typically a small, specially prepared piece of animal hide that has been treated with oils and preservatives. This component costs approximately 2 silver pieces and can be found in most leather shops, tanneries, or crafting establishments. The leather should be flexible yet durable, often carried in a component pouch or spell focus container. Some spellcasters prefer using leather from specific animals or sources, believing it enhances the spell's protective properties. The component is consumed upon casting, requiring casters to maintain a steady supply. A spellcaster can prepare multiple pieces of cured leather during downtime, cutting larger pieces into spell-sized portions. The quality of the leather doesn't affect the spell's mechanics, but some casters develop personal preferences for specific types or sources.

Creator Notes

Mage Armor represents a fundamental defensive option that significantly impacts encounter balance, particularly at low levels where the AC boost is most substantial. When designing encounters, consider that spellcasters with Mage Armor active have effectively gained 3 points of AC, making them notably more survivable. The spell's 8-hour duration means it will likely be active for multiple encounters, so factor this into your encounter difficulty calculations. Be mindful of situations where the spell might be dispelled or the character might be forced to don armor, ending the effect. The spell creates interesting tactical decisions about resource management and preparation time. Consider environmental challenges that might consume spell slots, forcing characters to choose between offensive capabilities and defensive protection. The spell's touch range can create interesting scenarios where casters must coordinate to protect each other.

Environmental Interactions

Mage Armor creates a shimmering, barely visible field of magical force around the target, which may interact with certain environmental effects. In areas of strong magical fields or anti-magic zones, the spell might be suppressed or behave unpredictably. The magical nature of the armor means it provides no protection against environmental hazards like extreme temperature, acid rain, or poison gas, only against physical attacks. Cold environments might make the material component brittle, requiring careful storage to prevent degradation. The spell's magical emanations might be detectable by creatures with magical sensitivity or appropriate spells. In areas with heavy magical interference, the spell might require concentration checks to maintain effectiveness. The armor adapts to the wearer's form, so size changes from spells like Enlarge/Reduce don't affect its function.

Common Rulings & Clarifications

Mage Armor specifically states it only affects creatures not wearing armor, which includes natural armor but excludes shields, bracers, and other non-armor protective items. The spell ends immediately if the target dons any type of armor, including magical armor or armor gained through other spells. The AC calculation is 13 + Dex modifier, not 13 + Dex modifier + existing AC bonuses. Multiple castings of Mage Armor don't stack, and new castings replace the existing effect. The spell works on any willing creature, not just the caster, making it valuable for protecting allies. The 8-hour duration is not affected by short rests, but the spell ends if the target takes a long rest. Touch range requires physical contact with the target, which might be difficult in combat situations. The spell can be cast on unconscious creatures, as they are considered willing.

Alternative Applications

Beyond combat protection, Mage Armor serves numerous utility purposes throughout adventuring scenarios. Cast it on party members before social encounters where combat might break out, providing discrete protection without the obvious appearance of worn armor. Use it to protect allies who must remove armor for specific activities like swimming, climbing, or infiltration missions. The spell proves valuable in situations where noise reduction is important, as it provides protection without the weight and sound of traditional armor. Apply it to characters who must maintain disguises, as the magical protection is invisible and doesn't alter appearance. The spell works excellently for protecting spellcasters during lengthy ritual casting sessions, providing defense without interfering with their magical work. Use it to protect characters who are vulnerable during extended activities like crafting, research, or standing watch.

Mage Armor belongs to the broader category of protective abjuration spells, sharing thematic elements with Shield, Armor of Agathys, and Barkskin. Compare it to Shield, which provides temporary but substantial AC boosts, while Mage Armor offers consistent long-term protection. Barkskin provides similar baseline protection but affects creatures with natural armor differently. The spell relates to Armor of Agathys, which provides both AC improvement and damage reflection. Consider progression to higher-level protective spells like Stoneskin or Globe of Invulnerability for comprehensive defense strategies. The spell shares mechanical similarities with other touch-based protective effects like Bless or Guidance, though affecting different aspects of defense. Spells like Blur or Mirror Image provide alternative approaches to avoiding attacks rather than improving AC directly. The spell complements rather than replaces physical armor options, creating different tactical considerations.

Scaling Analysis

Mage Armor maintains consistent effectiveness throughout character progression, though its relative value changes with level advancement and available alternatives. At early levels, the spell provides substantial protection for unarmored characters, often doubling their effective AC. As characters gain levels and access to magical armor or better alternatives, the spell's importance may diminish for some builds. The spell remains valuable for specific character builds like Draconic Bloodline Sorcerers or characters who choose to remain unarmored for mechanical reasons. The 8-hour duration means the spell remains cost-effective even at higher levels, consuming only one 1st-level spell slot per adventuring day. The spell's effectiveness scales with the character's Dexterity modifier, becoming more potent as that ability score improves. Compare against available armor options and magical alternatives when determining optimal defensive strategies. The spell may become less critical as characters gain access to more sophisticated protective options.

Narrative Flavor

When cast, Mage Armor manifests as a shimmering, translucent barrier that conforms to the target's body like a second skin. The magical protection might appear as faint geometric patterns that shift and flow across the skin, or as a barely perceptible aura that deflects incoming attacks. Different casters might manifest the spell uniquely: a Wizard's Mage Armor could appear as precise, mathematical patterns of force, while a Sorcerer's version might pulse with raw magical energy. The spell's activation often coincides with a brief moment of magical resonance, where the caster's arcane energy bonds with the prepared leather component. As attacks strike the protected creature, the armor flares briefly with magical light, absorbing and deflecting the impact. The spell's presence might create a subtle feeling of invulnerability or magical protection, affecting the target's confidence and bearing. When dispelled or ended, the armor dissolves into motes of magical energy that fade harmlessly into the air.