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, Warlock 1 |
| Range | Touch (2.25 m) |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Concentration | Damage can interrupt the casting |
| Descriptor | Force |
| Area of Effect / Target | Single |
| Duration | 1 hour (2 minutes) per caster level. Extend doubles it. |
| Save | Harmless |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- The +4 Armor Class is split into +1 armor, +1 deflection, +1 dodge and +1 natural bonus, so each part stacks with a different bonus type from gear.
- 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
