No Mage Armor?

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old school gamer
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No Mage Armor?

Post by old school gamer »

So the last time I was running C&C I am running some combat and I the wizard in the party is mentioning how low his AC is. So I ask him why didn't he cast Mage Armor? He tells me that it's not in the book. And it's not.

Wow. I mean this spell is about as important as magic missile and just as old. Is there a reason why this spell was left out?

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Post by moriarty777 »

It's not? I hadn't noticed. Is it in the SRD? If it isn't in the SRD, then that might be why it wasn't included. However, I think this might be one oversight I will correct for my game very soon!

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Post by gideon_thorne »

Probably an ovesight. But Protection from Chaos, Evil, Good, or Law, or the Shield spell can have similar effects.

But here is the SRD version:


Mage Armor


Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures cant bypass it the way they do normal armor.

Focus

A piece of cured leather.

Can be used pretty well as is.

Go forth and protect thyself! ^_^
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Post by Treebore »

Well, if you guys need something to fill the CKG to get up to a certain page count you now know what you can put in it.

More spells.
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Post by serleran »

The illusionist needs ghost armor, too. Also, wraithform needs to make a comeback, as does alter reality and tempus fugit.

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Post by Nelzie »

Treebore wrote:
Well, if you guys need something to fill the CKG to get up to a certain page count you now know what you can put in it.

More spells.

No more spells are really needed. Maybe guidelines for adding spells to the game...

I allow Wizards and Illusionists to wear Leather Coats a +1 AC from a non-magical leather coat isn't a whole lot, but magical Leather Coats do exist in the game world and those can do some decent increases to AC.

Besides, a Wizard shouldn't be getting into close quarters combat. He/She should be using spells that will keep such things from happening and the rest of the party should be acting as a screen to the Wizard.

You can always give the Wizard Bracers of Armor +2 or whatever else you feel like. Those magic items are there for a reason.
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Post by anglefish »

Nelzie wrote:
You can always give the Wizard Bracers of Armor +2 or whatever else you feel like. Those magic items are there for a reason.

That's a slippery slope though. Look at 3.5's laundry list of magic items most PC need.

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Post by Nelzie »

anglefish wrote:
That's a slippery slope though. Look at 3.5's laundry list of magic items most PC need.

Slippery Slope?

It's in the M&T book. C&C is a "D&D" kind of game. Even old school D&D had magic item laden characters, opponents and prominent NPCs.

Giving a Wizard a break with a magic item isn't really a slippery slope. Besides, if you want to limit magical items in your campaign, there's a number of ways to do it. The Wizard might hear rumors of a magical tome that details instructions on crafting these "Bracers of Armor". The construction of these devices could be a longish quest that results in a magical item that is attuned specifically for that Wizard and has a cost that makes it impractical for the Wizard to craft such bracers by the dozens for companions or for sale.

What is that cost? You tell me. Rather, you tell your player.
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Post by Catweazle »

Nelzie wrote:
No more spells are really needed. Maybe guidelines for adding spells to the game...

In this I agree. I think it would be grand if different campaigns baranched out in different ways from the same core of spells, with each campaign, albeit ostensibly more or les the same, having very different magical flavours.

Still, I do think that mages who know theyre going to see plenty of violence would bend their considerable talents to providing for that very eventuality. I'd expect to see plenty of magical protection.
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Post by Omote »

This sounds like the perfect time to introduce the C&C Guildebook to Spellcraft of some such tome. Possibly even in a shorter format (48-64 pages perhaps)?

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serleran
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Post by serleran »

If its any consolation, there's a likelihood of some monsters in upcoming works to have spells specific to them.... but that doesn't mean others can't use them, too. For example, I have on I'm writing now that's got 8 new spells. Just for its own spell-like abilities.

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Post by angelius »

They don't have Mage armour because Shield has a similar effect. AC 16 vs Melee.

That's what my mage seems to think at least. And she uses it a lot.
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Post by JRR »

Mage armor is a 3e artifact. We don't need that crap in C&C. Just use the AD&D Armor spell.
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Post by Dristram »

Yeah, the shield spell seems to be THE protective spell for wizards. I don't see a need for mage armor, but I may put in the armor spell of AD&D. It's interesting how it goes away after the wizard takes 8 hit points +1/level of damage.

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Post by Moorcrys »

serleran wrote:
The illusionist needs ghost armor, too. Also, wraithform needs to make a comeback, as does alter reality and tempus fugit.

I'm all for the old 1st edition spells making their way back into C&C... except maybe "melt". I don't consider that bloat at all. I think the best thing about the old Unearthed Arcana was the spell lists... there were some great additions. I miss all the flavory ones like "sink" and "tempus fugit".

Bring 'em on.
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Post by Maliki »

Armor/Mage Armor was one of the first spells I added to C&C. A player asked about it, and I said sure, all you have to do is research it or find someone who already knows and and have them teach it to you.
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