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.
Full entry →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.
Full entry →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.