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'''Mage Armour''' is a [[Spells#1st Level Spells|Level 1]] Abjuration Spell. This spell allows unarmoured spellcasters to surround themselves with magical protection.
{{SpellPage
| name = Mage Armour
| image = Mage Armour.webp
| level = 1
| school = Abjuration
| classes = Sorcerer, Wizard
| class learns at level 1 = Sorcerer, Wizard
| class learns at level 3 = Arcane Trickster, Eldritch Knight
| granted by feats = Magic Initiate: Sorcerer, Magic Initiate: Wizard
| summary = This spell allows  spellcasters to surround an unarmoured creature (including themselves if they're unarmoured) with magical protection.
| description = Surround an unarmoured creature in a protective magical force. Its {{Armour Class}} increases to 13 + its [[Dexterity#Dexterity modifier chart|Dexterity modifier]].
| warning = {{Prereq|The target can't be wearing [[Armour]]}}.
| cost = action, spell1
| range = melee
| condition = Mage Armour
| condition duration = Until Long Rest
| notes = * Also granted to [[Warlock]]s who choose the [[Eldritch Invocation]] {{SAI|Armour of Shadows}} at level 2+. This version of the spell can only target self, and doesn't expend [[Spells#Spell Slots|Spell Slots]].
* You can cast this spell on all party members then dismiss the caster from the party and this buff will persist.
** If cast by a [[Wizard]], this spell must remain [[Spells#Prepared Spells|Prepared]] by the party member who cast it; removing Mage Armour from the caster's Prepared Spells list will immediately remove the buff from all party members whom the caster applied it to. If applied by ''using'' (not scribing) a [[Scroll_of_Mage_Armour|scroll]], the caster does not need to keep this spell Prepared to maintain the buff.
* If a party member who has Mage Armour equips a piece of Armour, the buff will be removed. Mage Armour will not be reapplied when unequipping that Armour; it will need to be cast on them once more.
* The normal base {{Armour Class}} is 10 + [[Dexterity|Dexterity modifier]], while this changes it to 13 + Dexterity modifier.
** You will still get bonuses from other sources that don't change your base armour class like +1 AC [[robes]], {{RarityItem|Bracers of Defence}}, {{Cond|Shield of Faith}}, etc.
* [[Gloves]] and [[Helmets]] marked as {{SAI|Light Armour|Light}}, {{SAI|Medium Armour|Medium}} or {{SAI|Heavy Armour}} count as armour, and will prevent Mage Armour from working.
* Mage Armour works while wearing a {{SAI|Shields|Shield}}.
* {{Cond|Mage Armour}}, {{SAI|Draconic Resilience}}, {{SAI|Unarmoured Defence (Barbarian)}}, {{SAI|Unarmoured Defence (Monk)}} and {{Cond|Barkskin}} all change your base armour class and therefore do not stack.
** If you have multiple of these you will only get the benefit of the one that gives the most {{Armour Class}}.
*Mage Armour can work while in {{SAI|Wild Shape}} as long as you have no armour equipped in any slot before transforming.
**This effect only works on forms with a base {{Armour Class}} of less than 13.
*Mage Armour does not count as wearing armour for things like {{SAI|Unarmoured Movement}}, {{Pass|Become the Bulwark|item=Bracers of Defence}} and {{SAI|Defence}}.
* The incantation for Mage Armour is ''mactē virtutē'', Latin for "with great virtue".
| granted by items = Moon Devotion Robe
}}


[[Category:Spells]][[Category:Level 1 Spells]][[Category:Abjuration Spells]]
== External Links ==
 
* {{FRWiki|Mage armor|long}}
[[File:Mage Armour Icon 2.png|upright=0.8|thumb|right|{{AbilityInfobox
| title = <div style="font-size:105%; font-family:Georgia;">''"Surround an unamoured creature in a protective magical force. Its [[Armour Class]] increases to 13 + its Dexterity modifiers.
 
Prerequisite: Not wearing armour."''</div>
----
<div style="text-align:center;">[[File:Action Icon.png|frameless|25px]] '''Action''' [[File:Spell Slot Icon.png|frameless|upright=0.1]] '''Level 1 Spell Slot'''</div>
----
| Range = 1.5 m / 5 ft
| School = Abjuration
| Concentration = None
| Condition = [[Condition#Mage Armour|Mage Armour]]
| Duration = Until [[Long Rest]]
| Class = [[Sorcerer]], [[Wizard]]
}}]]
 
== Description ==
Surround an unamoured creature in a protective magical force. Its [[Armour Class]] increases to {{C|13 + its [[Dexterity#Dexterity Modifier Chart|Dexterity modifiers]]}}.
 
Prerequisite: Not wearing armour.
 
== Properties ==
{{C|[[File:Action Icon.png|frameless|25px]] Action + [[File:Spell Slot Icon.png|frameless|upright=0.1]] Level 1 Spell Slot}}
 
''Available to level 1 [[Sorcerer]] and [[Wizard]].''
 
* Prerequisite: {{C|[[File:Prerequisite Icon.png|frameless|upright=0.1]] Not wearing armour.}}
* Range: {{C|[[File:Range Icons.png|frameless|upright=0.1]] 1.5 m / 5 ft}}
 
{| role="presentation" class="wikitable"
| <strong>[[File: Mage Armour Condition Icon.png|frameless|upright=0.12]] Mage Armour</strong>
|-
| {{C|[[File:Duration 50px.png|frameless|upright=0.1]] Duration: Until [[Long Rest]]}}
* Base Armour Class is 13.
|}

Latest revision as of 06:19, 22 November 2024

Mage Armour.webp

Mage Armour is a level 1 abjuration spell. This spell allows spellcasters to surround an unarmoured creature (including themselves if they're unarmoured) with magical protection.

Description

Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.

The target can't be wearing Armour.

Properties

Cost
Action + Level 1 Spell Slot
Details
 Melee: 1.5 m / 5  ft

At higher levels

Casting this spell at a higher level grants no additional benefit.

Condition: Mage Armour

Mage Armour Mage Armour

Duration: Until Long rest

How to learn

Classes:

Feats:

Granted by the following items:

Notes

  • Also granted to Warlocks who choose the Eldritch Invocation Armour of Shadows Armour of Shadows at level 2+. This version of the spell can only target self, and doesn't expend Spell Slots.
  • You can cast this spell on all party members then dismiss the caster from the party and this buff will persist.
    • If cast by a Wizard, this spell must remain Prepared by the party member who cast it; removing Mage Armour from the caster's Prepared Spells list will immediately remove the buff from all party members whom the caster applied it to. If applied by using (not scribing) a scroll, the caster does not need to keep this spell Prepared to maintain the buff.
  • If a party member who has Mage Armour equips a piece of Armour, the buff will be removed. Mage Armour will not be reapplied when unequipping that Armour; it will need to be cast on them once more.
  • The normal base Armour Class Armour Class is 10 + Dexterity modifier, while this changes it to 13 + Dexterity modifier.
  • Gloves and Helmets marked as Light Light, Medium Medium or Heavy Armour Heavy Armour count as armour, and will prevent Mage Armour from working.
  • Mage Armour works while wearing a Shield Shield.
  • Mage Armour Mage Armour, Draconic Resilience Draconic Resilience, Unarmoured Defence (Barbarian) Unarmoured Defence (Barbarian), Unarmoured Defence (Monk) Unarmoured Defence (Monk) and Barkskin Barkskin all change your base armour class and therefore do not stack.
    • If you have multiple of these you will only get the benefit of the one that gives the most Armour Class Armour Class.
  • Mage Armour can work while in Wild Shape Wild Shape as long as you have no armour equipped in any slot before transforming.
    • This effect only works on forms with a base Armour Class Armour Class of less than 13.
  • Mage Armour does not count as wearing armour for things like Unarmoured Movement Unarmoured Movement, Become the Bulwark Become the Bulwark and Defence Defence.
  • The incantation for Mage Armour is mactē virtutē, Latin for "with great virtue".

External Links[edit | edit source]