Both are classic and essential spell options for entry level spell casters. Mage Armor provides an 8 hour AC upgrade equal to Chain Shirt but with no limits on the DEX bonus; at first level this usually results in a character having an AC of 14 or 15 when cast. Barring magical items, that also is the ceiling for the character since the spellcasters tend not to invest in their DEX score.
Meanwhile, the Shield spell provides a +5 bonus to AC and block magic missile. It requires the caster to have a reaction to use and the benefit is limited only for the remainder of the round.
Combining the two can result in your character having an AC around a 20 for a given round; but it is not a constant AC and you need to burn resources to achieve this. Still, this limited AC boost is nothing to take for granted.
On to the motivation for my question. I find as my characters progress and gain access to higher level spells there are more options for a strategy to avoid being targeted; which is better than avoiding being hit. The ability to remove oneself from the danger zones in combat or the focus of an enemy is better than increasing the difficulty for an attack to succeed. As a result, I find that I am not going to these spells that much. I can still see Shield being beneficial when I have magical items that boost my standing AC to 14 or higher; but the +5 often doesn't help when you base AC is less than that once you get to the 2nd/3rd tier boundary of adventures. If my observations are not off based, I am thinking, does it make sense to continue to carry these spells at high levels? At a certain point, it tends to only make sense to have both spells as the strategy is to boost you AC to a 20+ when being under attacked. Without Mage Armor, it is difficult to have a high enough base AC where casting Shield will provide enough protection again high level monsters +to hit bonuses. (Full disclosure, I prefer Sorcerer over Wizard, so that probably results in a more of a bias here since the Sorcerer needs to maximize the utilization of the spell to justify their selection.)
Then again, they are first level spells. It is not like these spell slots will be used for casting attack spells at high tier adventures (will most likely upcast any 1st level spell for the higher damage output). If the party doesn't have a necessity for 1st level utility spells then using these slots for one's armor class might be a top strategy.
Sorry for long post. Now I ask, what are you strategies with regards to these spells. Do you hold them to level 20? Prefer one and not the other? Or do you use them to a certain level and then drop them in favor of other defensive options? Thank you in advance for the comments. Cheers!
Generally, I take mage armor as one of my first spells when playing a wizard, and don't bother with shield until I get up to 4th or 5th level, when enemies are starting to get tough enough that first level spells aren't doing much to them offensively anyway. Usually by then, I've also got some magic items to bolster my AC so Mage Armor is less necessary.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I tend to takemage armor as one of my 6 opening spells. I tend not to take shield until at least 5th level since reliance on it at lower levels usually means not casting anything else but cantrips the rest of the day. Plus, by 5th level I’m likely not using my 1st-level slots much for other things anymore anyway.
I used to find Mirror Image to be good, but it quickly becomes worthless. Blindsight negates it, not to mention many other things. Even if a creature merely has three attacks, you have spent one round stopping it from hitting you for one round. I found that I was only using Mirror Image against humans because so many other creatures were immune to it.
Basically, if your defensive spell does not work on a bat, you have to rethink it how useful it is.
Keep in mind though that Mage Armor is a true 'armor' spell that gives you the buff for 8 hours. Sheild is a reaction that can be taken after the DM has determined you were hit. That can be a pretty significant thing considering it's a reaction spell. Ie...say with Mage Armor active, your AC is a 17...but the attack roll was anywhere betwen a 17 and a 21...anything less than a 22 misses.
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Aut Inveniam Viam Aut Faciam (Find a way or make one) - Hannibal Allegedly
Lessons learned in blood are not soon forgotten. - Clyde Shelton
The truth is not what you want it to be; it is what it is and you must bow to it's power or live a lie. -Miyamoto Musashi
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Both are classic and essential spell options for entry level spell casters. Mage Armor provides an 8 hour AC upgrade equal to Chain Shirt but with no limits on the DEX bonus; at first level this usually results in a character having an AC of 14 or 15 when cast. Barring magical items, that also is the ceiling for the character since the spellcasters tend not to invest in their DEX score.
Meanwhile, the Shield spell provides a +5 bonus to AC and block magic missile. It requires the caster to have a reaction to use and the benefit is limited only for the remainder of the round.
Combining the two can result in your character having an AC around a 20 for a given round; but it is not a constant AC and you need to burn resources to achieve this. Still, this limited AC boost is nothing to take for granted.
On to the motivation for my question. I find as my characters progress and gain access to higher level spells there are more options for a strategy to avoid being targeted; which is better than avoiding being hit. The ability to remove oneself from the danger zones in combat or the focus of an enemy is better than increasing the difficulty for an attack to succeed. As a result, I find that I am not going to these spells that much. I can still see Shield being beneficial when I have magical items that boost my standing AC to 14 or higher; but the +5 often doesn't help when you base AC is less than that once you get to the 2nd/3rd tier boundary of adventures. If my observations are not off based, I am thinking, does it make sense to continue to carry these spells at high levels? At a certain point, it tends to only make sense to have both spells as the strategy is to boost you AC to a 20+ when being under attacked. Without Mage Armor, it is difficult to have a high enough base AC where casting Shield will provide enough protection again high level monsters +to hit bonuses. (Full disclosure, I prefer Sorcerer over Wizard, so that probably results in a more of a bias here since the Sorcerer needs to maximize the utilization of the spell to justify their selection.)
Then again, they are first level spells. It is not like these spell slots will be used for casting attack spells at high tier adventures (will most likely upcast any 1st level spell for the higher damage output). If the party doesn't have a necessity for 1st level utility spells then using these slots for one's armor class might be a top strategy.
Sorry for long post. Now I ask, what are you strategies with regards to these spells. Do you hold them to level 20? Prefer one and not the other? Or do you use them to a certain level and then drop them in favor of other defensive options? Thank you in advance for the comments. Cheers!
Generally, I take mage armor as one of my first spells when playing a wizard, and don't bother with shield until I get up to 4th or 5th level, when enemies are starting to get tough enough that first level spells aren't doing much to them offensively anyway. Usually by then, I've also got some magic items to bolster my AC so Mage Armor is less necessary.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I tend to takemage armor as one of my 6 opening spells. I tend not to take shield until at least 5th level since reliance on it at lower levels usually means not casting anything else but cantrips the rest of the day. Plus, by 5th level I’m likely not using my 1st-level slots much for other things anymore anyway.
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Mage Armor works really well, until you get higher level. Eventually you should find yourself some elven chain and Mage armor becomes worthless.
Shield is a good spell at ALL levels. It is still helpful at 20th.
Also, Shield is one of those spells worth taking Magic Initiate for.
I used to find Mirror Image to be good, but it quickly becomes worthless. Blindsight negates it, not to mention many other things. Even if a creature merely has three attacks, you have spent one round stopping it from hitting you for one round. I found that I was only using Mirror Image against humans because so many other creatures were immune to it.
Basically, if your defensive spell does not work on a bat, you have to rethink it how useful it is.
I think Mage Armor and Shield form an essential pair.
I use both unless the character has natural armor (then only shield). I also use absorb elements and silvery barbs (if possible).
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Mage armor plus shield enables a mage to tank like a fighter. With fewer hps, and they gotta keep burning slots to do it :D
AKA, not like a fighter.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
One of my PC's uses both (and a few other things) for a max possible AC of 30
20 dex, 18 int, mage armor for 13+5, bladesong for +4, shield spell for +5
total of 27, 22 without shield
Another PC died recently, and gave his cloak of protection to the high AC guy
and now his new character has shield of faith (twilight cleric)
resulting in a max AC of 30
Why did multiple party members give their magic items and spells specifically to buff that character's AC instead of spreading it around?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I agree wholeheartedly.
Keep in mind though that Mage Armor is a true 'armor' spell that gives you the buff for 8 hours. Sheild is a reaction that can be taken after the DM has determined you were hit. That can be a pretty significant thing considering it's a reaction spell. Ie...say with Mage Armor active, your AC is a 17...but the attack roll was anywhere betwen a 17 and a 21...anything less than a 22 misses.
Aut Inveniam Viam Aut Faciam (Find a way or make one) - Hannibal Allegedly
Lessons learned in blood are not soon forgotten. - Clyde Shelton
The truth is not what you want it to be; it is what it is and you must bow to it's power or live a lie. -Miyamoto Musashi