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Mage Armor in DnD 5e How to Use This Crucial Spell Black Citadel RPG

1 Action Range/Area Touch Components V, S, M * Duration 8 Hours School Abjuration Attack/Save None Damage/Effect Buff (.) You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.


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Mage Armor (PHB, p256) You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Emphasis mine in both cases.


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Mage Armor: Long Lasting Protection. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. At minimum, a character's AC is 10 + their.


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Mage Armor is a straightforward buff spell that essentially changes the way the target calculates their AC so long as they aren't wearing armor. It's a lifesaver for casters who can't put on armor without suffering serious consequences.


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Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction.


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Mage Armor Spells You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Mage Armor Compendium - Sources->Player's Handbook


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Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.


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Spell Description. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.


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Mage armor 5e D&D is a type of protective spell that surrounds the person/creature with armor when cast upon by the user. It can only be cast when the user touches the creature giving it a protective layer for battle and defense. The duration of the spell is at most 8 hours. If the person who casts it decides to break it, it can be broken.


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In general, the Mage Armor and Shield spells are the only armor you will have 90% of the time. How does 5e Mage Armor work? Your creatures need to be unarmored for this spell to work. If this requirement is met, touch the creature, and the armor will come into action for as long as you don't wear any other armor.


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1 Components Verbal, Somatic, Material Spell Description: You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action


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Mage Armor 5e. 1st-level Abjuration. Casting Time: 1 Action. Range: Touch. Components: V, S, M (A piece of cured leather.) Duration: 8 Hours. You touch a willing creature who isn't wearing armor, and a magical protective force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.


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Mage Armor is a 1st level 5E spell that changes the base armor class (AC) of a willing, unarmored creature to 13 + its Dexterity modifier. This protection lasts for 8 hours, until the affected creature dons armor, or until the caster dismisses the spell.


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Mage Armor 5e Guide How It Works vs Regular Armor Explore DnD

Mage Armor. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter.