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Taking a look at each spellcasting class, I was curious on what spells are available to increase the survival-rate of the class. Going for the simple stuff, I went and attempted to locate the spells that granted Armor Class. I included Mirror Image, since a hit to the image is not a hit to the caster.
Going by Spells, here are the options:
- Mage Armor - +4 AC (Armor); 1 Hour/CL
- Shield - +4 AC (Shield); 1 Min/CL
- Shield of Faith - +2+(CL/6) AC (Deflection); 1 Min/CL
- Ironskin - +4+((CL-4)/4) AC (Natural Enhancement); 1 Min/CL
- Barkskin - +2+((CL-3)/3) AC (Natural Enhancement); 10 Min/CL
- Extreme Flexibility - +1 AC (Dodge); 1 Min/CL
- Haste - +1 AC (Dodge); 1 Rnd/CL
- Blessing of Fervor - +2 AC (Dodge); 1 Rnd/CL
- Mirror Image - 1d4+(CL/3); 1 Min/CL
As for the classes, here are the spells available to each:
- Alchemist/Investigator - Shield, Ironskin, Barkskin, Extreme Flexibility, Haste
- Arcanist/Sorcerer/Wizard - Mage Armor, Shield, Extreme Flexibility, Haste
- Bard/Skald - Mirror Image, Haste
- Bloodrager - Mage Armor, Shield, Ironskin, Extreme Flexibility, Mirror Image, Haste
- Cleric/Oracle/Warpriest - Shield of Faith, Ironskin, Blessing of Fervor
- Druid/Hunter/Ranger - Ironskin, Barkskin
- Inquisitor - Shield of Faith
- Magus - Shield - Extrememe Flexibility, Mirror Image, Haste
- Paladin - Ironskin
- Shaman - Barkskin
- Summoner - Mage Armor, Shield, Barkskin, Haste
- Witch - Mage Armor, Ironskin, Extreme Flexibility
Taking a look at the current list, we can see that Paladins, Inquisitors, and Shamans are on the short end, with a single spell each.
Clerics, Oracles, and Warpriests are decently covered, as they can gain AC outside of the norm of Armor and Shield bonuses.
Full Arcane casters like the Sorcerer, Wizard, and Arcanist have utility to help cover the limited defensive spells.
Though Ironskin is the best bet for Natural Enhancement bonuses, Barkskin does have the perk of lasting longer than most spells, sans Mage Armor.
The main winner is the Bloodrager, gaining 6 possible spells to benefit them defensively. Though if you get into its archetype, the Steelblood, they can benifit from casting spells in heavy armor, negating the use of Mage Armor.
So if we go with a Bloodrager running all available spells at level 8, while in Full Plate, they can get:
- 9 - Full Plate
- 1 - DEX Cap
- 4 - Shield Spell
- 5 - Ironskin Spell
- 1 - Extreme Flexibility Spell
= 30 AC, with Mirror Images
Other stuff like Cat's Grace was not applied, but can be calculated if need be.

Chess Pwn |

Blur and other such spell that give a flat miss chance are also good at keeping people alive. And will often be the better choice for casters.
Enemy has +15 to attack rolls. wizard has AC of 13 = 5% miss chance
Enemy has +15 to attack rolls. wizard has AC of 16 = 10% miss chance
Enemy has +15 to attack rolls. wizard has AC of 13 and blur = 20% miss chance
Enemy has +20 to attack rolls. wizard has AC of 13 = 5% miss chance
Enemy has +20 to attack rolls. wizard has AC of 16 = 5% miss chance
Enemy has +20 to attack rolls. wizard has AC of 13 and blur = 20% miss chance

Kayerloth |
There's an absolutely huge number of Sorcerer/Wizard spells alone that'll boost their defense (some directly, some indirectly). Some that I commonly use on my arcane casters, staying under 5th level spells:
Mage Armor, Shield, Protection from *Alignment*
Invisibility, Mirror Image, Blur, See Invisibility, Glitterdust
Displacement, Fly, Gaseous Form, Nondetection
Greater Invisibility, Detect Scrying.

Gregory Connolly |

False Life is at least as good as Mirror Image in my experience.
Long duration stuff tends to get my slots over short duration stuff because I want to either kill or control on the first round instead of buff.
Mage Armor, Endure Elements, Ant Haul, Delay Poison, False Life, Detect Scrying and the like are good because they work all day by mid level.
Heroism and Cat's Grace and the like is good if you can scout or scry and bad if you get jumped a lot.
Mirror Image, Reduce Person, Shield and the like can be good or bad depending on how your party works. If the whole party likes to be cagey and let the opponents come to you it is a great strategy. If your party is all about charging in as fast as possible and killing them before they kill you it is a horrible idea that will get party members killed. Granted it is usually the not-buffing characters who die, but still it isn't good.

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You are missing spells like Wind Wall and Fly. That combo alone means things are gonna have a really hard time hitting you. Course, it has the drawback of outside only (or really big rooms).
There are also spells like Beast Shape, Elemental Body and the Alchemist's Mutagen. These provide an offensive and defensive buff at the same time.

RumpinRufus |

ACG has the spells Stunning Barrier and Greater Stunning Barrier as well.
If you stun the dude who's attacking you, not only does that end his attack and make him easier for your allies to hit, but his next round probably has to start by picking up his weapon.