
Zwordsman |
Hey all.
I didn't see any other threads on this.
I'm curious if anyone has any ways to power up mage armor?
I know things like Extend spell metamagic that makes it last super long but is there anything else?
I can't find it but I seem to remember something that increased static numbers on spells?
I might be confusing that with a combat feat +empower though...
Any ideas?

Zwordsman |
Ah found it looking at other stuff. (Thought it might show up in a shocking grasp thing since similar)
Spell Perfection it bumps ups
"........In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell."
Does not help but thats what i was confusing it with.
So scratch that bit but any ofther buffs would rock

Corodix |

If you use the Words of Power system (http://www.d20pfsrd.com/magic/variant-magic-rules/words-of-power) from UM then you do have some options. There's a third level effect word (Force Armor) which gives 4 + 1 for every four levels as an AC bonus, but only lasts 10 minutes per level. So it doesn't last as long, is two levels higher than mage armor, but does scale nicely per level. There's also one at sixth level, Force Ward, which givers 6 + 1 for every four levels.
If you are allowed to make use of the words of power, then you could take the Experimental Spellcaster feat, choose either Force Armor or Force Ward as your effect word. I'd personally go with Force Armor as a third level spell, Force Ward's spell level feels a bit to high to me for what it does. You've probably got more interesting stuff to cast with your sixth level spell slots.
Prerequisites: Ability to cast spells.Benefit: Select one class that grants you the ability to cast spells. You can now use the slots from that class to cast a limited number of words of power spells. Add all of the target words to your spell list and your spellbook, familiar, or list of spells known. In addition, add the boost meta word and one effect word of any level you can cast in the chosen class.
Special: You can take this feat multiple times. Each additional time you select this feat, add two effect or meta words to your spellbook, familiar, or list of spells known.
I feel it's a bit strange that these aren't just available as spells in some form too, it's a bit of a roundabout way to get access to improved versions of mage armor, but I guess it's better than nothing.

Kolokotroni |

Greater mage armor from the 3.5 spell compendium is something i'd allow if a player wanted. 3rd level spell slots are pretty precious, if a caster wants to use one to make his AC 2 higher, I really dont see a reason not to allow it. It doesnt make sense that there is never a better version of mage armor, when its such a staple spell.

moon glum RPG Superstar 2015 Top 8 |
Note that +4 vs. +6 AC only adds a 10% miss chance to non-touch attacks. Displacement, adds a 50% miss chance to most all attacks (tremor sense, blindsight, trueseeing excepted).
I'd spend my time figuring out ways to have access to mirror image, blur, displacement, improved invisibility, etc..
That being said, my 16th level 3.5 wizard casts greater mage armor using his lesser metamagic rod of extend spell every day.

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Note that +4 vs. +6 AC only adds a 10% miss chance to non-touch attacks.
This is mostly true, but doesn't tell the whole story. From a narrow viewpoint one can make the argument, but simple examples show it doesn't work.
If you need a 20 to hit me already, and I raise my AC by 2, you still need a 20 to hit me. If you need an 18 to hit me before, and now need a 20, I have cut by 1/3 the chances of your hitting me. Similar discussion can be had on the "to hit" side.
If a fighter will hit on a 6+ (75%), and he gets another +1, he is now hitting on a 4+ (80%), so you have your 5% difference, but he is now missing 20% less.
Yes, 5%, but some 5%s are more important than others, and it turns out it's the last couple ones that might help the most, so don't forget about them.

moon glum RPG Superstar 2015 Top 8 |
moon glum wrote:Note that +4 vs. +6 AC only adds a 10% miss chance to non-touch attacks.This is mostly true, but doesn't tell the whole story. From a narrow viewpoint one can make the argument, but simple examples show it doesn't work.
If you need a 20 to hit me already, and I raise my AC by 2, you still need a 20 to hit me. If you need an 18 to hit me before, and now need a 20, I have cut by 1/3 the chances of your hitting me. Similar discussion can be had on the "to hit" side.
If a fighter will hit on a 6+ (75%), and he gets another +1, he is now hitting on a 4+ (80%), so you have your 5% difference, but he is now missing 20% less.
Yes, 5%, but some 5%s are more important than others, and it turns out it's the last couple ones that might help the most, so don't forget about them.
It is not the your improvement to your chance of hitting relative to your old chance you should look at. When you roll the dice, there is only a %5 chance per +1 that on any given roll that your bonus actually made a difference (provided the +1 even helped-- if you needed a 32 to hit before, and now need a 31, it doesn't help at all). If you normally would need a 19 to hit (10% chance to hit), and with a +1 now need an 18 to hit, you might think that you improved your chance of hitting by 50%! But you need to actually roll on 18 for that +1 to matter. So, 19 out of 20 times you roll the dice, that +1 won't matter at all. Compare that to displacement having a 50% chance per attack of actually helping.

The Chort |

I think people alluded to it earlier, but specifically, Ascendant Spell would do it.
You have learned how to emulate mythic spells using non-mythic forces.
Benefit: You can modify a spell to imitate the mythic version of that spell. An ascendant spell uses the mythic version of the spell, but doesn't count as a mythic spell for the purposes of effects that interact with the spell, unless you are a mythic creature. You can't use the augmented version of the mythic spell, or use spells effects that require you to expend uses of mythic power (even if you have uses of mythic power available).
An ascendant spell uses up a spell slot 5 levels higher than the spell's actual level.
I'd say normally the +5 adjustment is too much to be worth it, but on something that you can cast long before battle and lasts all day? Could be nice.

Rerednaw |
Should point out that going from bracers +4 to bracers +6 is about 20,000 gp difference to reduce your chance from being hit by 10%. Though you could also stack it with an Amulet of Natural Armor I suppose.
In any case, for 24,000 gp and a shoulder slot you could reduce your chance of being hit by 20% on every attack if it would normally be practically an auto-hit versus your AC. Pick up a cloak of displacement, lesser.
Just a thought.

Aelryinth RPG Superstar 2012 Top 16 |

Going from mage armor to bracers is one of the LAST things you do to raise AC, costwise...going from mage armor to +5 bracers is 25k in gold, and there are always more ways to grab +1 AC cheaper then that.
Indeed, on the table of +1 increases to armor, you use Mage Armor right up until Prot/Nat Armor +5, and you've a +6 Dex booster.
==Aelryinth