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Mage Armour: Difference between revisions
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| granted by feats = Magic Initiate: Sorcerer, Magic Initiate: Wizard | | 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. | | 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 | | 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 | | cost = action, spell1 | ||
| range = melee | | range = melee | ||
| condition = Mage Armour | | condition = Mage Armour | ||
| condition duration = Until Long Rest | | condition duration = Until Long Rest | ||
| notes = | | 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]]. | ||
* Also granted to | |||
* You can cast this spell on all party members then dismiss the caster from the party and this buff will persist. | * 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 | ** 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. | * 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. | |||
* The normal base {{Armour Class}} is | |||
** 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. | ** 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. | * [[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}}. | * 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 | * {{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}}. | ** 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. | *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. | **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}}. | *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". | |||
* The incantation for Mage Armour is '' | |||
| granted by items = Moon Devotion Robe | | granted by items = Moon Devotion Robe | ||
}} | }} |
Latest revision as of 06:19, 22 November 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.
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 Warlocks 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 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 is 10 + 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, 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 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
- 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, Latin for "with great virtue".
External Links[edit | edit source]
- Mage armor on the Forgotten Realms Wiki