Mage Armour

mage_armour_spell_baldursgate3_wiki_guide_150px_2

Lvl 1 Abjuration

mage_armour_spell_baldursgate3_wiki_guide_150px_2Inflicts Mage Armour

Surround a creature in a protective magical force. Its Armour Class increases by 3.

Prerequisite: not wearing armour.


range_icon_baldursgate3_wiki_guide_25pxRange: 1.5m

I

action_icon_baldursgate3_wiki_guide_25pxAction +spell_slot_icon_baldursgate3_wiki_guide_25pxSpell Slot

Mage Armour is a Spell in Baldur's Gate 3. Mage Armour is a Lvl 1 Spell from the Abjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

 

Mage Armour Information

  • Description:  Surround a creature in a protective magical force. Its Armour Class increases by 3.
  • Prerequisite: not wearing armour.
  • Level: Lvl 1 spell
  • School: Abjuration School
  • Casting Time: action_icon_baldursgate3_wiki_guide_25pxAction
  • Range: 1.5m
  • Requires Concentration: No
  • Saving Throw: None

 

 How to Acquire Mage Armour

Mage Armour can be acquired by the following classes: 

Mage Armour can be cast by using the following Items: ??

 

Mage Armour Tips & Notes

  • Notes & Tips go here

 

Lvl 1 Spells
Alarm  ♦  Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Charm Person  ♦  Chromatic Orb  ♦  Chromatic Orb: Acid (Lvl 1)  ♦  Chromatic Orb: Cold (Lvl 1)  ♦  Chromatic Orb: Fire (Lvl 1)  ♦  Chromatic Orb: Lightning (Lvl 1)  ♦  Chromatic Orb: Poison (Lvl 1)  ♦  Chromatic Orb: Thunder (Lvl 1)  ♦  Colour Spray  ♦  Command (Halt)  ♦  Compelled Duel  ♦  Comprehend Languages  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Detect Evil and Good  ♦  Detect Magic  ♦  Detect Poison and Disease  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favor  ♦  Ensnaring Strike  ♦  Entangle  ♦  Expeditious Retreat  ♦  Faerie Fire  ♦  False Life  ♦  Feather Fall  ♦  Find Familiar  ♦  Find Familiar: Cat  ♦  Find Familiar: Crab  ♦  Find Familiar: Frog  ♦  Find Familiar: Rat  ♦  Find Familiar: Raven  ♦  Find Familiar: Spider  ♦  Fog Cloud  ♦  Goodberry  ♦  Grease  ♦  Guiding Bolt  ♦  Hail of Thorns  ♦  Healing Word  ♦  Hellish Rebuke  ♦  Heroism  ♦  Hex  ♦  Hunter's Mark  ♦  Identify  ♦  Illusory Script  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armor  ♦  Magic Missile  ♦  Protection from Evil and Good  ♦  Purify Food and Drink  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite  ♦  Shield  ♦  Shield of Faith  ♦  Silent Image  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Tenser's Floating Disk  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Unseen Servant  ♦  Witch Bolt  ♦  Wrathful Smite

 




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    • Anonymous

      16 Nov 2020 17:49  

      Is there a way to find out how long a spell lasts without already casting it? Or are all exact enough to just go to d&d beyond?

      • Anonymous

        11 Oct 2020 12:31  

        Currently broken for eldritch knights: when equipped with a shield, you can still be the target of mage armor and receive the buff, but it doesn't add to your AC.

        Here's hoping it's fixed so we can have 20 AC naked halflings. (13+5dex+2shield)

        • Anonymous

          08 Oct 2020 11:13  

          Lasts until a long rest, Gloves and Boots don't seem to affect this so magic boots and gloves are great. Would love to know if there are clothes to wear that don't count as armour.

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