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.
At a Glance
Level
1st
School
Abjuration
Casting Time
1 action
Range
Touch
Duration
8 hours
Concentration
No
How Mage Armor Works
| Casting Time | 1 action |
|---|---|
| Range | Touch |
| Components | V, S, M (a piece of cured leather) |
| Duration | 8 hours |
Common Mistakes
Common Mistake
Thinking it stacks with armor - it doesn't work if the target is wearing armor
Common Mistake
Not casting it at the start of the day for 8 hours of protection
Common Mistake
Forgetting it sets base AC to 13 + Dex, which might be lower than some calculations
Common Mistake
Thinking it requires concentration - it lasts 8 hours without concentration
DM Tips
DM Tip
Essential spell for wizards and sorcerers with no armor
DM Tip
With +3 Dex it gives AC 16, which is decent
DM Tip
The 8-hour duration means it should almost always be active
DM Tip
Can be cast on other unarmored allies like monks
Frequently Asked Questions
Sources & Further Reading
- Mage Armor — D&D 5e Wikidot — Full SRD text
- Mage Armor — Roll20 Compendium — Structured reference
- Mage Armor — D&D Beyond — Official digital reference