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Mage Armor 5E Guide

Mage Armor is the all-day AC spell for unarmored casters. You touch a willing creature that is not wearing armor; until the spell ends, the target’s base AC becomes 13 + Dexterity modifier.

This Mage Armor 5E guide covers duration, stacking rules with Shield, and when light armor is honestly better.

Spell Level
1st
Spell Type
Abjuration
Casting Time
1 Action
Range
Touch
Component Requirements
Verbal, Somatic, Material (a piece of cured leather)
Duration
8 hours
Class
Sorcerer, Wizard

How does Mage Armor work?

The spell sets a new AC calculation: 13 + Dex modifier. It does not stack with worn armor. Shields (the item) still add their bonus if the creature can use one.

Cast it after a long rest and forget it for the adventuring day.

Who wants Mage Armor?

  • Wizards and Sorcerers with mid-to-high Dexterity
  • Multiclass builds that never gained armor proficiency
  • Anyone who refuses to wear armor for flavor and can spare a 1st-level slot

Mage Armor vs actual armor

OptionTypical ACCost
Mage Armor13 + Dex1st-level slot / day
Studded leather12 + Dexgold + proficiency
Shield spell+5 until next turnreaction + slot

If you have light armor proficiency and similar Dex, studded leather often saves the slot for Absorb Elements or utility.

Frequently Asked Questions

Does Mage Armor stack with Shield?

Yes. Shield adds +5 to your AC; Mage Armor is your base calculation.

Can Draconic Sorcerers use it?

Draconic Resilience already gives 13 + Dex while unarmored. Mage Armor is redundant for that feature.

Does it work under polymorph or wild shape?

Usually the new form’s statistics replace AC. Do not count on Mage Armor persisting through a form change unless a feature says so.