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Mage ArmorSpell 1


Abjuration
Source Pathfinder Core Rulebook
Traditions Arcane, Occult
Cast Two Actions (somatic, verbal)
Duration until the next time you make your daily preparations

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Spell Effect: Mage Armor


Heightened (4th) You gain a +1 item bonus to saving throws.

Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.

Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.