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Mage armor, originally called General Matick's armor[1] and later simply armor[8], was a common conjuration spell used by arcane casters to create an armor for themselves out of magical force.[3] Deities of magic, such as Azuth, Mystra, Savras, and Thoth, also granted some of their clerics this power.[9][10]

Effects[]

Upon casting the spell, whomever the caster touched was enveloped in an invisible force field that protected the target in much the same way as mundane armor, yet without any of its penalties, such as restricted movement or weight. Because it was a force field, incorporeal creatures or objects could not pass through it.[3] A later version required the touched target to be one who is not wearing armor, with the spell ending by the caster's voluntary choice or the touched one wears armor again.[2]

This magic force armor would last for at least an hour, its ultimate duration dependent on the power of the caster.[3]

Components[]

In addition to verbal and somatic components, the spell required that the caster hold unto a fragment of cured leather while casting.[3]

History[]

The spell was supposedly invented by the Netherese arcanist and warrior General Matick in 2284 NY (−1575 DR) of the Golden Age of Netheril,[11] but many scholars believed that he had only commissioned its invention.[12]

In the month of Eleasis, of the Year of the Unstrung Harp, 1371 DR, the city of Ravens Bluff's Ministry of Art and Wizards Guild jointly declared it illegal to cast mage armor within city limits due to a raging unnatural storm at the time called the Soulstorm. In addition to threatening arrest for those that broke this decree, it was declared that breaking this prohibition would result in a permanent expulsion from either organization.[13][note 1]

Notable Users[]

The rock gnome sorcerer Norry Waywocket was known to carry a wand of mage armor on his smuggling operations in Cormyr in the 1370s DR.[14]

Appendix[]

See Also[]

Gallery[]

Notes[]

  1. The events of the Living City Ravens Bluff campaign took place on a timeline that advanced together with the real world's time. Even though all Living City adventures and issues of Ravens Bluff Trumpeter were dated with real-world dates, there were events that received a DR year. The Living City timeline can be derived from Myrkyssa Jelan's historic events of the late 14th century DR. Myrkyssa Jelan attacked Ravens Bluff in 1370 DR, according to The City of Ravens Bluff and Forgotten Realms Campaign Setting 3rd edition; these events are chronicled in an in-and-out of universe issues of Ravens Bluff Trumpeter. This places the real world year 1997 as 1370 DR, and in 1998 (1371 DR), Myrkyssa was at last arrested and tried and said to have been executed, only to reappear in 1372 DR in The City of Ravens novel. As the real world's months and the Calendar of Harptos are virtually identical, we can also date all events of the Living City Ravens Bluff as close as an in-universe month.

Appearances[]

External links[]

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 23. ISBN 0-7869-0437-2.
  2. 2.0 2.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 209–210, 256. ISBN 978-0-7869-6560-1.
  3. 3.0 3.1 3.2 3.3 3.4 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 249. ISBN 0-7869-2886-7.
  4. Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 72. ISBN 0-7869-3910-9.
  5. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 131. ISBN 0-88038-716-5.
  6. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  7. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
  8. Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 15.
  9. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 65. ISBN 0-7869-1836-5.
  10. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 91. ISBN 0-7869-3134-5.
  11. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 27. ISBN 0-7869-0437-2.
  12. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 111. ISBN 0-7869-0437-2.
  13. Daniel S. Donnelly ed. (August 1998). The Trumpeter 2, no. 8 (link). (RPGA), p. 2.
  14. Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave. (Wizards of the Coast), p. 42. ISBN 978-0-7869-4119-3.
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