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Mage Armour: Difference between revisions
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| class learns at level 3 = Arcane Trickster, Eldritch Knight | | class learns at level 3 = Arcane Trickster, Eldritch Knight | ||
| granted by feats = Magic Initiate: Sorcerer, Magic Initiate: Wizard | | granted by feats = Magic Initiate: Sorcerer, Magic Initiate: Wizard | ||
| summary = This spell allows | | 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 {{C|13 + its [[Dexterity#Dexterity Modifier Chart|Dexterity modifier]]}}. | | description = Surround an unarmoured creature in a protective magical force. Its {{Armour Class}} increases to {{C|13 + its [[Dexterity#Dexterity Modifier Chart|Dexterity modifier]]}}. | ||
Revision as of 12:38, 16 May 2024
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 increases to 13 + its Dexterity modifier
.
Prerequisite: 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
Duration: Until Long rest
- Base Armour Class is 13.
How to learn
Classes:
- Class Level 3: Arcane Trickster, and Eldritch Knight
Granted by the following items:
Notes
- Also granted to s who choose the Eldritch Invocation 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 , 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 is
10 + Dexterity modifier
, while this changes it to13 + Dexterity Modifier
.- You will still get bonuses from other sources that don't change your base armour class like +1 AC robes, Bracers of Defence, , etc.
- Gloves and Helmets marked as , or count as armour, and will prevent Mage Armour from working.
- Mage Armour works while wearing a .
- , , , and all change your base armour class and therefore does 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
- This effect only works on forms with a base Armour Class of less than 13.
as long as you have no armour equipped in any slot before transforming.
- Mage Armour does not count as wearing armour for things like and . ,
- The incantation for Mage Armour is Mactē Virtutē, the Latin command "honour with virtue!"
External Links
- Mage armor on the Forgotten Realms Wiki