Mage Armor

{{spelldescription
 * icon		= MageArmor.png
 * school		= Conjuration
 * type1		= Force
 * type2		=
 * type3		=
 * type4		=
 * artificer	=
 * bard		=
 * cleric		=
 * druid		=
 * favored soul	=
 * paladin	=
 * ranger		=
 * sor n wiz	= 1
 * cost		= 10
 * components	= V, S, F
 * metamagic	= Extend, Quicken
 * range		= Standard
 * target		= Friend, Self
 * duration	= 5 minutes+1 minute per caster level
 * save		= None
 * sr		= No
 * cooldown	= 2 seconds (Wiz), 1.5 seconds (Sor)
 * description	= An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 minutes plus 1 minute per caster level.

Unlike mundane armor, Mage Armor entails no armor check penalty nor arcane spell failure chance.

Tips:
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 * Mage Armor gives an armor bonus that will not stack with other armor bonuses, given for instance by regular armor (e.g. a Chainmail that gives a +5 armor bonus).
 * For the same reason, a Sorcerer or Wizard should not take this spell, since he may easily acquire bracers giving the same armor bonus (e.g. Black Widow Bracers).
 * Contrary to the expectations of PnP players, Mage Armor gives no additionnal defense against Wraiths or other incorporeal monsters over mundane armor, since touch attacks weren't implemented in DDO. As a result, incorporeal monsters do not bypass armor bonuses to armor class, so Mage Armor offers nothing other armors cannot offer.