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Mage Armour (Condition)
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- Base Armour Class is 13.
Notes
- 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, Shield of Faith, etc.
- Gloves and Helmets marked as Light, Medium or Heavy Armour count as armour, and will prevent Mage Armour from working.
- Mage Armour works while wearing a Shield.
- Mage Armour, Draconic Resilience, Unarmoured Defence (Barbarian), Unarmoured Defence (Monk) and Barkskin 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 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 Unarmoured Movement, Become the Bulwark and Defence.
Sources of Mage Armour
- Allandra Grey
- Balthazar
- Chatterteeth
- Elin
- Ellice
- Elminster
- Eostre
- Flaming Fist Wizard
- Florrick
- Gekh Coal
- Grice
- Grimlark
- Hartlebury
- Hivune
- Horriss
- Invoker of Bhaal
- Ivarus
- Ko'kuu
- Kressa Bonedaughter
- Lorroakan
- Lucretious
- Mistress of Souls
- Moss
- Notar Esojac
- Radija
- Ri'zel
- Savora
- Spellplague
- Stornugoss
- Susdera
- Varone
- Zyrlak
- Scroll of Mage Armour
- Lunar Bulwark
- Mage Armour
- Rolan's Mage Armour