A staple to be used by wizards is Mage Armor, which offers an upgrade in armor classes for those who aren’t proficient in all armor.
Casting classes generally have the lowest number of hit points, making it difficult to pass this opportunity at the beginning levels.
These rules of Mage Armor can be found in the Players Handbook on page 256.
Mage Armor 5e
Abjuration: 1st Level
Time to Cast: 1 Action
Parts: V, S, Components: V, S, (Apiece of leather that has been cured.)
Duration: 8 hours
When you make contact with a willing creature who’s not wearing armor, a protection force is encircling that creature until has ended.
The creature’s base AC increases to 13 plus their Dexterity modifier. The spell is over in the event that the target is wearing armor, or if you dismiss it as an option.
The rules of Mage Armor are quite simple. The basic armor class for the target is increased to 13, and after that, it has the bonus of dexterity applied.
They also clearly outline the limitations and end conditions of the spell.
Is Mage Armor Good?
The merits that come with Mage Armor are highly disputed in the gaming community. It all comes down to the individual preference of the user.
The type of character and other spells available are also into determining the possibility that Mage Armor is good.
Mage Armor effectively grants a +3 boost to the character’s armor class. One cast lasts eight hours, which is the duration of a full day.
This spell can be used at the 1 1st level and is able to be applied to other characters. The spell ceases when the target is wearing the armor.
Several of these rules provide intriguing scenarios for evaluating the advantages of the magic spell.
Scenario 1: +3 to AC
It is a mathematical problem that can be analyzed by the probability of being struck.
- If the AC is 12 (10 bases + 2 dexterity modifiers) This means that there is a 40 percent chance of being struck on an uninvolved 1d20 roll.
- The Mage Armor provides an AC of 15 (10 bases + 2 dexterity modifiers + 3 Mage Armor), there is a 20percent chance of being hit when you roll 1d20 rolls that are flat.
- Spellcasters, generally are among the characters with the lowest hit points on the market. Being able to cut down the probability of being hit by just one out of two attacks to just 1 out of four is quite significant. This is particularly important at lower levels, where one hit can reduce a caster down to 0 hit points.
Scenario 2: Spell Slots
- Mage Armor is a 1 1st stage spell. The reason for this is based on the small number of slots for spells available. Slots for spells are restricted in the lower levels, however, this is the same for all spells.
- The shield is among the other spells for the defense that is available for purchase at 1 1st Shield grants a +1 to the armor class for one round. It is only utilized in the casting. As opposed to Mage Armor, Shield will destroy spell slots and provide much less protection over the course.
Spellcasters, such as wizards and sorcerers are among the most hit-point players on the market.
If your survivability is poor in these types of classes, you should consider creating Mage Armor a cantrip.
This gives these classes the possibility to boost their AC and also gain an additional spell slot. The range can be altered to self in this way to assist with balance.
Does Mage Armor count as wearing Armor?
Mage Armor is not considered as armor wearer regardless of the reason. The intention behind the spell is to give an additional AC boost for characters who don’t wear armor.
None of the benefits or advantages obtained through being armored (if any) will be applicable.
Mage Armor has a duration of 8 hours, and it isn’t a concentration spell. It is therefore possible for a wizard to cast it using any of the remaining spell slots and it can last all the night like the rest of the characters.
A new set of rules can be found that provide penalties for those who sleep in heavy and medium armor.
Does Mage Armor stack with Defense that isn’t armored?
If a character has two ways of calculating armor class, they pick one of them. Mage Armor calculates AC as a 13+dexterity modifier.
That means Mage Armor does not combine with unarmored defense.
For comparability, Bladesong does stack with Mage Armor. Since Bladesong provides a bonus for AC which is calculated in the same way both can be combined.
Other spells that provide benefits to AC without changing how they are calculated could also stack. Take Shield of Faith, for instance.
The use of a shield doesn’t make it impossible to end this Mage Armor magic. The rules stipulate that the spell ceases when the target wears armor.
Shields are an object and it is not considered to be armor. So, you can utilize Mage Armor and a shield.
Which is more effective? Mage Armor or Magical Light Armor?
Wizards aren’t proficient in light armor with the standard design. The rules for casting spells stipulate that casters must be skilled in the armor they wear in order to be able to spell.
That means that in order to cast spells using any armor, as a wizard ability must be used to improve proficiency in at the very least light armor.
Theoretically, it might make sense in higher levels to utilize magic-based light armor instead of using the magic spell.
For example, Studded Leather Armor is the top AC Light armor. It has its wearer with an AC of 12 + dexterity mod.
A suit with a 3 Studded Leather Armor will grant the magician the AC of 15 plus the dexterity modifier (12 studded leather plus 3 magical bonuses+ the dexterity factor).
The most magical items are extremely difficult to find at lower levels, and could never be obtained over the duration of the campaign.
In addition, when there are so many other ways to use them it’s risky to risk the possibility of using them in the future.
An Alternate Humanoption for character creation offers an amazing feat when it comes to creating the characters.
This is a way for you to make a wizard who is proficient in light armor from the beginning even if you do not want to make use of Mage Armor.
Mage Armor can be described as a well-known spell. It has been used in different variants of the game because it is effective.
The balance that has been built to this spell has made it a good option for any magician.
Along with the benefits to AC that it gives the ability to be one of the most powerful spells which can be cast at the 1 1st level.
It is reasonable to cast for a long time prior to being in danger. In addition, the slot that is lost can be recovered via Arcane Recovery.