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Mage Armor vs Shield

A long-duration AC floor vs. a single-attack AC spike.

Mage Armor

Level
1
School
Abjuration
Casting Time
Action
Range
Touch
Components
V, S, M
Duration
8 Hours
Concentration
No
Ritual
No
Classes
Sorcerer, Wizard

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

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Shield

Level
1
School
Abjuration
Casting Time
Reaction
Range
Self
Components
V, S
Duration
1 round
Concentration
No
Ritual
No
Classes
Sorcerer, Wizard

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

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Which one should you pick?

  • Pick Mage Armor: Pick Mage Armor at the start of the day — your AC becomes 13 + Dex for 8 hours.
  • Pick Shield: Pick Shield as a reaction when an attack would hit — +5 AC for the round.
  • Tiebreaker: Wizards and sorcerers want both. Mage Armor sets the baseline; Shield handles the spikes.

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