Mage Armor
The selected target gains the following bonuses to his AC: +1 natural armor, +1 dodge, +1 deflection, and +1 enhancement. The dodge bonus stacks with other dodge bonuses to AC, but the other bonuses do not stack with bonuses of the same type.
| School | Conjuration (opposed by Transmutation) |
| Spell level | Bard 1, Wizard and Sorcerer 1 |
| Range | Touch - 2.25 metres |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Force |
| Area of Effect / Target | Single |
| Duration | 1 Hour / Level |
| Save | Harmless |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- The four points of Armour Class come as one armour, one deflection, one dodge and one natural bonus, so each stacks with a different kind of gear.
- It lasts one hour per caster level, and Extend doubles that. Casting it again replaces it.
Where it comes from
Cleric domain: Good (level 1), Magic (level 1).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes