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    Quick Answer

    Mage Armor is a 1st-level abjuration spell for sorcerers and wizards. You touch a willing creature that is not wearing armor, and its base AC becomes 13 + its Dexterity modifier for 8 hours. It needs no concentration. It ends early if the target puts on armor. For most wizards it is a +3 AC upgrade for one slot per day.

    Overview

    Mage Armor is a 1st-level abjuration spell that replaces a creature's normal unarmored AC with 13 + its Dexterity modifier. Sorcerers and wizards can cast it from 1st level. Since neither class has armor training, it is the standard way for them to raise their AC.

    The value is simple. Unarmored AC is 10 + Dexterity, so Mage Armor adds 3. It lasts 8 hours without concentration, so one cast in the morning covers most adventuring days, and you can still concentrate on other spells.

    It does not stack with other ways to calculate base AC. A monk, barbarian, or draconic sorcerer has to choose one formula. It also ends the moment the target dons armor.

    Stat Block

    PropertyValue
    Level1
    SchoolAbjuration
    Casting Time1 action
    RangeTouch
    ComponentsV, S, M
    MaterialA piece of cured leather.
    Duration8 hours
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesSorcerer, Wizard

    When NOT to Use This

    • •You already have a base AC formula that is as good or better, such as Unarmored Defense with a high Wisdom or Constitution.
    • •The target wears armor. The spell only works on a creature that is not wearing armor.
    • •You are a 2014 draconic sorcerer. Draconic Resilience already gives 13 + Dexterity, so the spell adds nothing.
    • •Your 1st-level slots are needed for Shield on a short day. Some casters skip Mage Armor and keep slots for reactions.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent. One 1st-level slot for +3 AC over 8 hours.
    Action EconomyCast it before the adventuring day so it costs no action in combat.
    Opportunity CostOne fewer slot for Shield or Magic Missile. At low levels, that is a quarter or half of your slots.

    When worth the slot: Almost every day for wizards and sorcerers without another AC source.

    When NOT worth the slot: When you have a better AC formula, or a short day where you will not be attacked.

    Pro Tips

    Tip #1: Cast it during your morning routine.

    Why it works: Eight hours covers most of a day. Cast it after a long rest, then again only if you rest and travel longer than that.

    This avoids the mistake of: Spending your first combat action on it while enemies act.

    Tip #2: Put your Dexterity before Constitution for an armor-free caster.

    Why it works: With Mage Armor, every +1 Dexterity modifier is +1 AC, plus initiative and Dexterity saves.

    This avoids the mistake of: A wizard with 10 Dexterity who gets only AC 13 from the spell.

    Tip #3: Use it on allies without armor.

    Why it works: The spell targets any willing creature not wearing armor. A familiar, a rescued prisoner, or an unarmored ally can benefit.

    This avoids the mistake of: Thinking it is a self-only spell.

    Common Mistakes to Avoid

    Adding Mage Armor to Unarmored Defense.

    Why it's bad: Both set a base AC formula. You use one of them, not both. A monk with 16 Dexterity and 16 Wisdom has AC 16 from Unarmored Defense and 16 from Mage Armor, so the spell adds nothing.

    Do this instead: Compare the two numbers and use the higher one.

    Forgetting that bonuses still stack on top.

    Why it's bad: Mage Armor sets your base AC. Separate bonuses such as the Shield spell, Shield of Faith, or a Ring of Protection still add to it.

    Do this instead: Calculate base AC first, then add each bonus.

    Wearing armor "just in case."

    Why it's bad: The spell ends if the target dons armor, and many casters lack armor training anyway.

    Do this instead: Pick one approach: armor with training, or Mage Armor.

    Usage Tips

    • •Worked example: a 1st-level wizard has 14 Dexterity (+2). Unarmored, her AC is 12. With Mage Armor, it is 15.
    • •An SRD goblin attacks with a +4 bonus. Against AC 12 it hits on an 8 or higher, 65% of the time.
    • •Against AC 15 it needs an 11 or higher, which is 50% of the time. That cuts the goblin's hits by almost a quarter.
    • •Add Shield when hit and her AC becomes 20 for the round. The goblin then needs a 16, a 25% chance.
    • •For comparison, studded leather armor gives 12 + Dexterity. Mage Armor's 13 + Dexterity is 1 better, and it needs no armor training.

    Rules Notes

    • •Target: a willing creature you touch that is not wearing armor.
    • •Its base AC becomes 13 + its Dexterity modifier for 8 hours.
    • •The spell ends if the target dons armor. In 2014 rules, you can also dismiss it as an action.
    • •It does not require concentration.
    • •A creature uses only one base AC formula at a time. Mage Armor does not combine with Unarmored Defense or Draconic Resilience.
    • •The spell text only rules out wearing armor. Whether a carried shield counts is a DM call. Many tables allow it because a shield is wielded, not worn.

    Synergies

    • •Shield: +5 AC as a reaction on top of Mage Armor's base.
    • •Blur and Mirror Image: Fewer attacks reach you, and those that do face better AC.
    • •Armor of Shadows: This warlock invocation lets a warlock cast Mage Armor on themselves at will without a spell slot.
    • •High Dexterity builds: Every point of Dexterity modifier is a point of AC.

    Anti-Patterns

    • •Recasting it in combat after letting it lapse. Track the 8 hours.
    • •Casting it on a heavily armored ally. It does nothing for them.
    • •Leaving 10 Dexterity on a wizard who relies on it.

    Tactical Modules

    • •Morning Ward. When to use: Every adventuring day for an unarmored caster. Synergy: Leave your concentration free for Hold Person, Fly, or Haste.
    • •Familiar Protection. When to use: Your familiar scouts dangerous areas. Synergy: The 8-hour duration covers long scouting runs.
    • •Squishy Ally Upgrade. When to use: An NPC or ally without armor joins the fight. Synergy: Pair with the ally standing behind your frontliners.

    Countermeasures

    • •Threat: Dispel Magic ends the spell — Response: Recast it if you have a slot. Fallback: Keep Shield ready for the rest of the fight.
    • •Threat: Attacks with high bonuses still hit — Response: Add Shield on dangerous hits. Fallback: Use Blur or Mirror Image for the fight.
    • •Threat: The 8 hours ran out mid-dungeon — Response: Note your casting time. Fallback: Recast during a short rest.

    Mage Armor in the 2024 Rules

    The 2024 Mage Armor keeps the same core: touch a willing creature not wearing armor, base AC becomes 13 + Dexterity modifier, 8 hours, no concentration. It is still on the Sorcerer and Wizard lists. The line about dismissing it as an action is gone. The spell now just ends early if the target dons armor.

    The 2024 rules now state the one-formula rule plainly: a creature can only use one base AC calculation. A few class features changed around it. The 2024 Draconic Resilience gives 10 + Dexterity + Charisma while not wearing armor, so a draconic sorcerer with +4 Charisma beats Mage Armor. The Armor of Shadows invocation still lets a warlock cast Mage Armor on themselves without a slot.

    Frequently Asked Questions

    What AC does Mage Armor give in 5e?

    Your base AC becomes 13 plus your Dexterity modifier. With 14 Dexterity, that is AC 15. With 16 Dexterity, it is AC 16. Bonuses such as the Shield spell are added on top.

    Does Mage Armor stack with Unarmored Defense in 5e?

    No. Both are base AC formulas, and a creature can only use one. Use whichever gives the higher number.

    Is Mage Armor concentration in 5e?

    No. It lasts 8 hours without concentration, so you can cast it in the morning and still concentrate on other spells all day.

    Can you cast Mage Armor on someone else in 5e?

    Yes. It targets a willing creature you touch, as long as it is not wearing armor. Familiars and unarmored allies are common targets.

    Does Mage Armor work with a shield in 5e?

    The spell only says the target cannot be wearing armor. Whether a carried shield breaks it is a DM call. Many tables allow it, but most wizards and sorcerers lack shield training anyway.

    Is Mage Armor worth it in 5e?

    For an unarmored sorcerer or wizard, usually yes. It is +3 AC for 8 hours from one 1st-level slot. It is not worth it if you already have a better base AC formula.

    Does Mage Armor stack with the Shield spell in 5e?

    Yes. Mage Armor sets your base AC, and Shield adds +5 to it as a reaction. A caster at AC 15 jumps to AC 20 until the start of their next turn.

    Do warlocks get Mage Armor in 5e?

    It is not on the warlock spell list, but the Armor of Shadows invocation lets a warlock cast it on themselves at will without a spell slot. That is true in both the 2014 and 2024 rules.


    Citations: SRD 5.1 (Mage Armor, Draconic Resilience, Armor of Shadows, Armor table); SRD 5.2.1 (Mage Armor, Only One Base AC, Draconic Resilience, Armor of Shadows)

    Includes SRD 5.1 and SRD 5.2.1 content per CC BY 4.0.

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