Mage Armor 5e: Aka How to Not Die

Mage Armor 5e – or simply the Mage Armor spell in D&D 5th edition – is an easy and long-lasting spell that helps protect otherwise unarmored characters. This 1st level spell is also popular among players, and is really a must-have in every caster’s arsenal. 


One of the absolute big things you need to keep an eye out for in every D&D campaign is character hit points. When it comes to combat, it's - clearly - just about the only important thing. Obviously, you need to be aware of your group’s current HP, too. But what I’m talking about is that wizard-types need to select spells that take their group’s max HP into account, and plan defensive spells accordingly.


For example, spell casters, in particular, are notorious for their fragility. Compared to bulky Barbarians and Paladins, Wizards and Sorcerers are vulnerable to really any level of damage. From a roleplay perspective, they’ve sacrificed their Constitution and Dexterity so that they’re able to maximize their spell casting stats (spending long hours in the library instead of long hours in the field, training, like a warrior).


Spell casters are a beloved part of any TTRPG, and their archetype inspires great quest ideas and character ideas, but their frailty often does leave them needing some help.

Mage Armor 5e

Mage Armor 5e Keeps Spell Casters Alive

Having low HP and (basically) the inability to wear armor, for a wizard, is not the end of the world. In most cases, spell casters are able to stay in the back line during combat encounters, allowing their stronger frontline allies to keep them safe.


However, there are times when even spell casters get targeted, so thankfully there are options to increase survivability. One of the best defensive options for Sorcerer or Wizard classes is the Mage Armor spell.


It’s a handy little effect that protects fragile characters from continuous blows. The +3 to AC (basically) may not seem like a big deal, but for a frail wizard, it can be a literal lifesaver. Try it and see; your character will no longer be the punching bag!


For the uninitiated or Dungeon Masters-in-training, you’ll want to know the basics of this spell. Those who’ve already finished dozens of campaigns may also be looking for novel ways to use the Mage Armor spell in their strategies. For this article, I’m here to share some arcane (but not really) knowledge with those who seek it. Keep reading to learn more about mage armor 5e.


What Is Mage Armor?

Here are the stats of the Mage Armor spell from the D&D 5th Edition Handbook:


1st-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a piece of cured leather)

Duration: 8 hours


“You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.”


Mage Armor 5e is one of the first abjuration spells you’ll encounter in the handbook. Under this school of magic, you can cast spells that provide various forms of protection, not just the physical barrier that Mage Armor creates. Other abjuration spells can negate harmful effects, shield the mind, and create magical barriers.


As for Mage Armor, you’re essentially creating a magical force that surrounds characters which increases their armor class. A higher number for AC represents better protection, lowering the chances that an enemy will hit your character.



Using Mage Armor

Since it’s a 1st-level abjuration spell, Mage Armor 5e is relatively easy to cast. It takes one action to create the spell, but the magical barrier lasts for eight hours. So long as your character doesn’t wear any other armor, or you don’t dismiss the effect, then the spell will endure.


To cast mage armor, you need to touch an unarmored creature who’s willing to receive the spell. “Unarmored” is critical here, so don’t just cast the spell on any character that you think needs an AC buff. Only those who aren’t wearing any kind of armor can benefit from mage armor’s effect. Remember: even a shield is considered armor in D&D.


Another critical component of casting the Mage Armor spell is consent. You can only cast the spell on the character if they are willing. Otherwise, the spell will fail and you waste an action. Once these conditions are followed, the spell’s magical force will surround the character and provide protection.


Effects of Mage Armor

Since the Mage Armor spell lasts for eight hours after it takes effect, it’s an ideal and convenient spell choice for long campaigns. Especially if your group will be entering on long journeys exploring hidden forests, abandoned castles, forbidden dungeons, and other campaign idea settings.


On the more technical side of things, Mage Armor modifies the character’s base AC to 13 + Dexterity modifier. Creatures normally have only AC of 10 + their Dexterity modifier when they’re not wearing armor. With the Mage Armor spell, you effectively add three more points to the creature’s AC.


For example, normally, if a sorcerer had a Dexterity modifier of + 2, their total AC would be 12. With the Mage Armor, however, the base would be 13, so their total AC would then add up to 15. In this instance (which is probably pretty common), the sorcerer’s 25% increase in AC is significant, and anyone playing that character will definitely notice the spell’s effects.


One of the absolute best features of Mage Armor is that it’s not a concentration spell. This means that the spellcaster doesn’t need to focus on keeping the armor intact for its entire duration. Since concentration spells can fade when the spell caster takes damage (and concentration spells are quite common), mage armor actually gets a huge boost in value from lasting regardless of concentration.


Needless to say, you still have to be cautious when using Mage Armor though, as the spell isn’t so amazing that it’ll make you invulnerable.

Mage Armor 5e Potion Bottles

Have you ever seen the "Potion" bottles people make on Instagram? I made these from glass "rocks" and small bottles you can find at Hobby Lobby. Imagine a Potion that contains the Mage Armor spell.

Classes that can Cast Mage Armor 5e

As mentioned, only two classes can cast Mage Armor 5e, the Sorcerer and Wizard. These two are the only classes without any armor proficiency, so you best believe it when I say that Mage Armor is an essential spell for them.


There is a third class that doesn’t have armor proficiency: the Monk Class. However, this limitation is compensated by the Monk’s Unarmored Defense feature. For Monks, in addition to their base AC and Dexterity modifier, they get to add an additional Wisdom modifier. Thanks to unarmored defense, Monks are generally tougher than Wizards and Sorcerers, at least until Mage Armor is cast, that is.


Subclasses that can Cast Mage Armor

Certain subclasses have the ability to learn spells that are usually available to only Wizards and Sorcerers, such as Mage Armor 5e.

  • Clockwork Soul Sorcerer: while this subclass belongs to the Sorcerer class, the Clockwork Soul Sorcerer has something called a Clockwork Magic feature. With this ability, you can access more spells, and you can also change one spell you gained from the sorcerer spell list with every level up. This ability means you can change one spell into Mage Armor, if you skipped acquiring the spell at an earlier level.
  • Arcane Trickster Rogue: this subclass has the ability to access spells from a Wizard. So, an Arcane Trickster Rogue can use Mage Armor, though the value for this class may not be as high since they already have light armor proficiency.
  • Eldritch Knight Fighter: the Eldritch Knight Fighter can use spell books, so they can cast spells so long as they follow the standard rules for spellcasting. However, Mage Armor doesn’t do much in terms of boosting AC for them either, given that the Fighter class also already has armor proficiencies, by default.


Mark of Warding Dwarves

Aside from classes and subclasses, some races can cast also Mage Armor — the Mark of Warding Dwarves, in particular. The race has a Wards and Seals feature that allows them to cast Mage Armor 5e. The only caveat is that dwarves can only accomplish the feat once after a long period of rest. In addition, Mark of Warding Dwarves do not need any materials to cast Mage Armor, which is a nice little perk.


Eldritch Invocation

The last method of casting Mage Armor can be accomplished by the Warlock class. These characters have access to forbidden knowledge thanks to dealings with mysterious beings. With this forbidden knowledge, they can cast Mage Armor on others and themselves.


Additionally, the best thing about Warlocks casting Mage Armor is that they don’t need to expend a spell slot, nor do they need the spell’s material components.

Spell Card Decks for Mage Armor and Everything Else

As a quick aside, I always find it valuable to have my game's spells and abilities printed out in some way or another. Nothing's worse than rolling for initiative against a major adversary only to have the wizard say, "wait a second, I have to look that up." To keep your game moving faster and keep your players in the game's flow, check out these D&D 5e spell decks through Amazon. You can either purchase them all together, or separately, if you just need one or two. I definitely recommend them for faster, more in-the-flow gameplay.

Is Mage Armor 5e Any Good?

Before laying down my thoughts on the effectiveness of Mage Armor, I just want to say that no spell is “good” or “bad” – as an overall rule, that is. What’s important is to consider how you can apply a spell to fit your strategy and make it worth any drawbacks. There are plenty of spells, such as Silence, Cause Fear, Charm Person, Bless, and Haste that are all excellent when used in the right scenario – and actually kind of awful when used incorrectly.


Mage Armor, in particular, has been the subject of debate among D&D veterans and casual players alike. Still, it all boils down to each players’ preferences and how they plan to use the spell.


Here are two scenarios that can help you figure out how to best employ Mage Armor 5e for your upcoming RPG campaigns.


Increase in AC

Say that Wizard starts with a base AC of 10 + 2 Dexterity modifier for a total of 12 in AC. With these values, the character has a 45% chance of getting hit by an enemy with +0 hit chance to their weapon attack. The truth is though that many monsters have more than a +1 hit chance modifier, so the chance of being hit is actually much higher, on average.


When Mage Armor is cast, the boost in the same example results in an AC of 15. This significantly reduces the chances of a character taking a hit, giving them only a 30% chance of being hit by a +0 hit chance enemy.


The reduction to being hit is already great, but what makes Mage Armor 5e even better is that you’re casting it on characters with low AC and no armor proficiency, meaning that the armor boost is actually sort of more dramatic. The spell reduces the chances of getting hit from one in every two attacks to one in three.


Preservation of Spell Slots

One of the common arguments against Mage Armor is that its relatively low boost to AC (which again, see above) is not worth the spell slot it takes. Given how characters at lower levels have limited spell slots, the trade-off may not seem worth it.


There is an alternative to Mage Armor, which would be to cast the Shield Spell. While this effect offers a higher + 5 boost in AC, it only lasts for a single round. Mage Armor, meanwhile, lasts for practically an entire day of adventuring, including every battle you may have during that time.


Since the Shield spell only lasts 1 round, you may need to cast it fairly often. Casting more spells is problematic, as low-level characters (of course) don’t have a lot of spells that they’re able to cast each day. So, why not just cast Mage Armor one time and call it good?

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Comparing Mage Armor to Other Types of Armor

Finally, I think it’s valuable to compare the three armor classifications in D&D with Mage Armor. The Light, Medium, and Heavy Armor types all make use of an equipped item, ranging from Leather to Plate armor.


Light Armor

The top tier of light armor is Studded Leather, which turns your base AC of 10 into a base AC of 12. Mage Armor, meanwhile, turns your base AC to 13, meaning that it’s actually slightly more advantageous than light armor, on the whole.


Medium Armor

Medium armor is where equipped armor actually begins to surpass Mage Armor. Though the lower-tier of medium armor, Hide, only provides a base AC of 12, Half Plate goes much higher at a base AC of 15.  


Of course, you have to remember that Wizards and Sorcerers may not equip medium armor, so they won’t be able to wield the non-magical armor without spell casting penalties. That being accounted for, when it comes to spell casters, Mage Armor 5e provides a little less protection than medium armor, but is still a better fit for them, overall.


Heavy Armor

Generally, Heavy Armor items easily outclass Mage Armor’s defenses. The caveat is that a character needs to reach relatively high levels of strength to equip Heavy Armor without sacrificing speed. In addition, Heavy Armor reduces stealth, which can sometimes be valuable for spell casting classes.


I don’t advise using Heavy Armor for spell casters since they usually don’t have the strength to carry the items, not to mention the lack of armor proficiency. Even though Plate Armor provides a base AC of 18, I still think Mage Armor is the better choice for casters, by far.


Final Thoughts on the Mage Armor 5e Spell

Mage Armor’s really a simple spell, but hopefully you can still take advantage of using its effects to the maximum. It’s an easy and long-lasting spell that helps your weaker spell casters avoid damage. With the right strategy, this effect will let you preserve spell slots while managing dangers at the same time.


Mage Armor 5e is also a great way to protect to help spell casters maintain concentration spells such as Bless 5e, Cause Fear 5e, Charm Person 5e, and Haste 5e. It's also an excellent way to keep healers alive for those beautiful spells like Cure Wounds 5e.


So long as a spell caster's still alive, they can keep pushing out value for the group. And when it comes to tough fights, even 1 point of AC can make all the difference.

Mage Armor 5e for Villains

Mage Armor in D&D 5e vs. Eternity TTRPG

In D&D, the Mage Armor 5e spell is pretty unique, and is practically a god-send to many spell casting classes. In the Eternity TTRPG Game System, most classes have multiple ways – both large and small – of increasing their defenses. The options are so much wider in Eternity TTRPG for spell casting classes to protect themselves, actually, that the two games almost can’t be compared, in this particular way.


For example, in Eternity TTRPG, any class can upgrade their defenses upon level up. Spell casting classes are typically not able to improve their defenses as much as some melee classes, by comparison, but they can still increase their durability even without defensive spells being cast.


When it comes to actual spells and abilities, however, Eternity TTRPG provides classes with numerous defense-boosting choices. Though not every class has a spell like Mage Armor, per se, they usually have critical options which they may select that provide the same (or often, better) protection.  

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What Classes in Eternity TTRPG can Cast a Version of Mage Armor?

In the Eternity TTRPG Game System, I wanted players to have choice in creating the characters they wanted to play, not only for roleplaying, but also for combat. In traditional TTRPGs like D&D 5e, class archetypes are fairly set, and though players have choices of spells, feats, and stat upgrades, those choices aren’t always extremely broad.


As a side note, I do think D&D 5e has improved player choice with their implementation of character backgrounds and what amounts to class specializations, but the choices are still fairly limited.


In Eternity TTRPG, players can literally create a “tanky” spell caster, or a magical fighter, often without needing to select one special class to fill that role. Instead (and even though there are 30-total classes in Eternity TTRPG), players may adjust their characters as they see fit, with very few limitations.


Cryomancer – Core Class Spell

Flash Freeze (Magic): Instant Action. 4Range, the target gains +13Resilience, +13Dodge, and +13Will for 1turn. When you cast or Critical this Spell, you can’t use any more Wisdom this turn. 1Day Recharge.

  • (Frost Knight) Lasts for 2turns.
  • (Spells of Everwinter) After this Critical has been used on the target, the next time a debuff or negative Status effect is cast at or used against the target, roll d20. If you roll 6-20, that debuff or negative Status effect is automatically Reflected back upon the attacker. Debuffs or negative effects that are Reflected cannot be dispelled. 3turn Duration.
  • (Elemental Ice) The next enemy who attacks your target, -3Faith vs. Resilience. If this Critical hits, the target is Dazed for 2turns, after their attack. This Critical effect cannot Double-Hit or give a Block.


Fallen Paladin – Core Class Spell

Wicked Armor (Magic): 4Range, after this Spell has been cast, the target gains +3Will. When you cast this Spell on yourself, you instead gain +4Will. You can instead choose to continually maintain this Spell for 1Inspiration, per target.

  • (Sword of Shadows) If a target attacks you while you are affected by “Wicked Armor,” you gain either +4Strike Bonus or +4Faith against that target. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom), per target.
  • (Shield of Corruption) Gives +7Will. When you use this Critical on yourself, you instead gain +8Will. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
  • (Blood Healing) The target gains immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).


Judge – Core Class Ability

Relentless Lawbringer: 4Range, gain +1Dodge, plus an additional +1Dodge every turn (can stack to +7Dodge). You can instead choose to continually maintain this Ability for 1Inspiration, per target.

(Dazed): gaining additional stats each turn from “Relentless Lawbringer” is temporarily interrupted while you are Dazed.

  • (Voice of the Realm) Also, Weapon Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience. If this Critical hits, that target has -3Resilience, -3Dodge, and -3Will. This Critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this Critical as an aura for 3Intelligence (plus the base 1nspiration, and 0Wisdom), making it an Instant Action at the start of every Battle.
  • (Shield of Order) Also, gain +1Resilience every turn for the rest of the Battle (can stack to +7Resilience). You can instead choose to continually maintain this Critical for 2Inspiration, per target.
  • (Swift Justice) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Pyromancer – Core Class Spell

Magma (Magic): creates a “Magma” space in every space adjacent to you, that remains for Battle Duration. Any target who begins their turn in, or moves through each “Magma” space, roll d20. If you roll 18-20, deals 1damage (can stack to 15-20 after two applications – deals 2damage to cryomancers). You also gain +3Resilience, +3Dodge, and +3Will, but have -3Initiative, for 2turns.

  • (Flames of the Abyss) Roll 15-20.
  • (Magic of the Silver Lands) Also, up to 3 enemies in 2Range, -4Faith vs. Resilience, throws affected targets target up to your Speed value in any direction.
  • (Elemental Fire) You can only use this Critical if you have “Phoenix Flame” selected. You also cast a non- Critical “Phoenix Flame” in the same turn. When you use this Critical, you can’t use any more Wisdom this turn.

 

Royal Guard – Core Class Ability

Stoicism: 4Range, the target gains +3Resilience. You can instead choose to continually maintain this Ability for 1Inspiration, per target.

  • (Executor) Gain +3Strike Bonus while “Stoicism” is active on yourself. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom).
  • (Life-Sworn) Gives +6Resilience. You can instead choose to continually maintain this Critical for 2Inspiration (and 0Wisdom), per target.
  • (Ancient Blade) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Sage – Core Class Spell

White Aegis (Magic): 4Range, after this Spell has been cast, the target gains +3Dodge. When you cast this Spell on yourself, you instead gain +4Dodge. You can instead choose to continually maintain this Spell for 1Inspiration, per target.

  • (Darkness and Light) You also gain +3Faith while “White Aegis” is active on yourself. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
  • (Secrets of the Ancient Tomes) Gives +7Dodge. When you use this Critical on yourself, you instead gain +8Dodge. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
  • (Powers of the Eternals) Whenever the target is healed, roll d20. If you roll 14-20, they heal an additional +1HP. You can only cause additional healing with this Critical once per turn. This Critical allows the affected target to heal 2HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
Mage Armor Keeps Wizards Alive

So long as a spell caster has 1HP left, they can cause incredible damage to almost any enemy. That's why Mage Armor is so valuable. Even if it just provides barely enough protection, it's all worth it.

When to Focus on Armor in Eternity TTRPG

In most RPG campaigns using Eternity TTRPG, spell casters probably won’t opt for heavy defenses, thereby placing offense as a low priority. Unless the spell caster is by nature a healing or buffing class, spell casters in Eternity TTRPG are still most often best-suited for aggression, damage, and debuffing enemies.


As with most games, spell casters in Eternity TTRPG should focus on defense if they’re often finding themselves as the target of enemy attacks. The only difference with Eternity TTRPG as compared to D&D 5e and other games is that there are many more options for spell casters who want to defend themselves, than just one spell like Mage Armor.

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Counters to Mage Armor in Eternity TTRPG

If basically every class in Eternity TTRPG can use some version of a Mage Armor spell, you may be wondering what the point even is to attacking anyone, at all. If spell casters are archetypically the frailer classes and so many of them can gain substantial armor, doesn’t that kind of ruin basic strategies such as rushing spell casters?


As with all great tactical games, Eternity TTRPG also provides counters to highly-armored enemies so that even spell casters focused on defense are not unkillable. It’s also worth noting that enemies in the game never have insane defenses, and most enemies with defense-boosting spells and abilities do not use them 24/7, so a typical campaign never runs into the situation of a highly-armored caster.


In most cases, if anything, the players are most capable of building armored casters, and enemies need counters to them.


Dispelling Mage Armor

One great way to deal with mage armor-like spells is to simply get rid of them. Many spell casting classes have some form of “dispel,” though there are also dispel scrolls available to even fighting classes.


White Whispers (Magic): 4Range, -7Faith vs. Resilience, removes all stacks of all ongoing Magic, maintained effects, or Status effects from the target (excluding summons). Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit. This Spell is cast on any target you’d like, but the roll is made against the Character who cast the Spell or used the Ability you are attempting to remove, unless the target is a summon.

(Double-Hit): also, deal 1damage to the target.


Dispel Scroll : 4Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or Status effect from the target (excluding summons). Or alternatively, 4Range +5Strike Bonus vs. Resilience or 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit. This Spell is cast on any target you’d like, but the roll is made against the Character who cast the Spell or used the Ability you are attempting to remove, unless the target is a summon. This Item cannot Double-Hit or give a Block.


Tank Breakers

For cases when dispelling is not an option, every class additionally has their own version of what’s known as a “tank breaker,” which are spells and abilities specifically designed to combat heavily armored enemies. If for some reason a spell caster opted to really boost their defenses, a tank breaker may be the perfect way to counter them.


Berserker – Core Class Ability

Mania: after you use this Ability on yourself, at the end of every one of your turns, roll d20 against up to 3 enemies who were within 2Range at any point during your turn. If you roll 19-20, you deal 1damage. You can instead choose to continually maintain this Ability for 3Inspiration.

(Dazed): the effect from “Mania” is temporarily interrupted while you are Dazed.

  • (Decimation) Instead roll 17-20. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Recklessness) You also have +3Initiative while “Mania” is active on yourself. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Dauntless Fury) Also roll to deal damage with “Mania” two (2) times against every enemy within 2Range who attacks you. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).

 

Oracle – Core Class Spell

Doom (Magic): 4Range, if the target currently has 1HP at the end of their 3rd upcoming turn,

they die. Use the following chart to modify hit chances based on the target’s current HP:
2HP 8-20 4-5HP 18-20 7-10HP 20 3HP 14-20 6HP 19-20 11HP+ Can’t Doom

You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.

(Dazed): the effect from “Doom” is temporarily interrupted while you are Dazed.

  • (Blessings of the Eternals of Light) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
  • (Blessings of the Eternals of Shadows) When you initially cast this Spell, the target also automatically has either -3Strike Bonus or -3Faith, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Memories of Eternity) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Try out Mage Armor in Eternity TTRPG

If you like D&D 5e but you’ve often felt like it doesn’t provide the level of options you want when it comes to combat, I created the Eternity TTRPG Game System for that very reason. I love D&D but always felt like I couldn’t quite “do” what I wanted with my characters, and wanted something more tactically satisfying – something that even felt a little chess-like, at times.


Want to play a truly mage armored spell caster? You can do that in Eternity TTRPG and see for yourself how fun it is.

If you want more information first, you can check out my page on the Eternity TTRPG Game System. See the game’s races, classes, and resources for getting started with the game.


You can also purchase an inexpensive PDF copy of the game at the Eternity TTRPG shop. Though the Eternity TTRPG site and game are comparatively small now, we’re growing quickly. With that growth is coming more and improved artwork, an upcoming release of a print version of the game, better graphic design, etc.


If you choose to check out the game or even purchase, let me know what you think! I’d love to hear from you.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

September 4, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=DP5OwjeAVBE Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube, where I go over things going on in the tabletop role-playing community, um, from D&D to Crooked Moon to other games that we see. And this might be, for me, my most exciting one that I've gone over to date. Um, we have some very exciting news. I know if you've watched our channel in the past couple weeks, in the past couple months, um, you've seen videos talking about this card game, Battler, and we even did, um, a bit of an interview style talking about this game and its origin story and why it's so important to us. And the short version of that is my husband has been working on a tabletop role-playing game for 30 years at this point, you know, since he was a boy. And now here we are at the point where we have [00:01:00] something manufactured, published, and ready to sell, and it showed up at our doorstep this week. So we had this 750-pound pallet with 28 boxes of our game show up. Here it is. Sparks of Eternity Emanation. It is here. It is just-- It's better than, you know, we imagined it would be with just... It's just amazing. You know? You always talk about these things happening and these dreams coming true and, like, making a product. And to finally have it is an amazing experience. So, you know, we of course took the time this week to revel in that a little bit and, you know, we took the pictures. We [00:02:00] did the time lapses of everything. We just-- We got to see our dream come true this week. And, you know, this was his dream first, and I got to join in with it. And especially in the past year, um, this game was, you know, an idea from me, and he made it come true with his game. And it's just been a great experience getting to work together on it and play test it and everything. So let's go ahead and get into what is in the box. The guide, of course, you know, the how-to manual, how to play, what everything is, what all the symbols mean. And then of course you have the credits on the back with our artist on there as well as, you know, my husband and I's name, which is pretty incredible getting our name on something. And then you go into the box, and you get to see that there are six dice because it is a six-player game. [00:03:00] It can be up to six players, and you can obviously have more if you have more of the, um, uh, class decks. And then you have your life sparks, the red and the yellow, the red depicting, um, five hit points and the yellow depicting one. So, you know, some characters will start with that five hit points, and some will start with six or seven. And then I've seen hit points get all the way up to twenty-one if the healing ends up going super well. And then jumping into each of the classes that you see in this box, you are going to have the judge, the druid, the oracle, the, um... Oh, gosh You have all these different classes that we decided to put into what is considered the base game. And that is just amazing to see all of this artwork and getting it put together. And then on top of all [00:04:00] that, you have, um, the different effect cards. So your dazed, your blinded, your charmed, um, as well as some additional rules and details and your turn overviews to help you with the, like, getting going and your different turns. So that way you don't have to reference the how-to guide as often, the, um, instruction manual as often. So between my husband and I, because, you know, we've been play testing this for a year at this point, it has been a full calendar year, we have gotten to the point where we can play games in under 10 minutes. Um, however, this does state that it can take up to 30 when you are just learning this game. Um, of course, when you're just learning, you take a little more time with your turns and making sure everybody understands what is going on. Because the goal is to get to play faster [00:05:00] and to dive into this world a little bit quicker, you know? You want to be able to really enjoy this class that you're taking a part of and understand like, hey, this is why the druid is the druid. The druid gets to use these different shapes, the wolf and the griffin, to do more powerful attacks. Whereas the assassin, of course, has different things to help his assassin hit harder and guarantee that it hits and it can't be blocked. Um, so there's just all these little nuances about what you're playing with to see how it goes. So, you know, it's here. We are getting the final touches on everything for shipping, getting the sales page up, um, getting, you know, the different tiers because we are gonna offer a couple different things. Like, yes, we do have the box game, [00:06:00] but we also have a PDF version that has other classes available that you can just print off at home without having to have the box. Um, the other thing is we're looking at putting together a higher tier that is gonna have the box itself, but also a dedicated art book with all of the art that, um, has been used, we intend to use, that our artist has done. And there are a few other things with that tier that you're just gonna have to check out. But with all of that being said, we should be available to ship these within the next week. So we're gonna put that link below and if you don't mind waiting just a little bit longer, you can go ahead and order. However, once we get past this first week, we are gonna be shipping on a more regular schedule and we're excited to see the, uh, demand that these games will have. Of course, we have family and friends that want to see this, but we also want to grow the community with everyone else. So any support that you want to [00:07:00] give is greatly appreciated and it helps us achieve our dreams further and hopefully we can support others on their dreams. Um, so with that, comment, like, subscribe, let us know how we're doing. If you have any questions on the game, please let us know. And if you really would like to, please, uh, hit that button to order now. Thanks so much. Bye.
August 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3t2a-i3pyRk Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I discuss different happenings in the tabletop role-playing universe, as well as talk about the game that my husband and I are actively creating. So one thing I wanna talk about this go around is a bit of the origin story of tabletop, um, as well as where it could be going and what's different about it and all those kind of things, right? So to start this off, when To start this off, I always thought of D&D as just D&D, right? D&D is [00:01:00] the premise of all tabletop role-playing. It's the genre itself. It's what I use to define the genre, is D&D. Because I think it was the first thing, right? It was the first thing where you could sit at a table with this book and go through a campaign and a dungeon and play this way. And then other creators said, "Hey, what if we take this thing that was created, and let's try it this way and go through this dungeon instead and this dungeon instead? And what if we add, you know, other universes now, like Star Wars and Avatar: The Last Airbender, and explore those worlds?" And the way that I look at it is that D&D was a way for people to come together and this singular person to lead you through their imagination, right? And now we come into today's day and age, and everybody has a lot of different ideas and imagination [00:02:00] going on. And with that, you have all of these different tabletop role-playing systems coming out and all these different campaigns coming out. But what are we trying to do, I guess? And how does D&D today translate to all of this? So the way that I'm starting to look at it is that these other systems could have just been, you know, the group of friends in the basement that was like, "Hey, I wanna try it this way." And it caught on and they're like, "Hey, my friend's like this. Let's make this an actual thing." And here comes all of these other role-playing games now. And the thing that we hear so much when I hear people talk about their other tabletop role-playing game is, "Oh, well, it's different than D&D. Oh, it does this that's [00:03:00] better. Oh, this is, you know, an easier system." And, you know, that's great and all, but the second you say tabletop role-playing or you say the words D&D, I just think D&D because D&D is the foundation of this entire genre, and it's going to continue to be, even with all of these different tabletops coming in and trying to change the system and all these different things. So when I realize this and everything, and I start to think about the game that my husband has been working on for 30 years and started in a basement, right, with a group of friends, um, I start to think, well, what makes it different? And the thing is we tend to use different in a way to make it seem better than what's already out there, right? And I don't think that's what [00:04:00] we're trying to do, but it's how it comes across in normal society. So with that being said, right- Just because we're different, it doesn't, you know, make us better. It just gives us other options in life. So the thing that I'm seeing the most when people say things are different is you're just getting a different campaign style. You're just getting a different, you know, way to play the game, perhaps a better entry point into tabletop role-playing. And I think in the end, all that we're trying to do is grow a community, right? You're trying to get to be more than just, you know, those 30, 40, 50-year-olds that were growing up playing it in their basement, and you're trying to get the younger generations to continue it. And I will say Stranger Things did help with that. Thank you, Stranger Things, for, you know, bringing it to light a little bit [00:05:00] more. But this thing with imagination is starting to gain so much popularity because we're starting to see so much more of the world, right? So I feel like I'm on a soapbox with this whole news channel because it is just my thoughts right now with this video. But let's just think about this for a second. We really hit... Actually, let's go back When we were in, you know, 1950s, 1960s, 1970s, '80s, '90s, we were using libraries and books, encyclopedias, and it was, you know, kind of difficult to travel the world and have the money to do that, and you didn't always know what you were getting into. And it's like the world itself that we lived in held so much imagination [00:06:00] that we didn't know what to do with it, and we were able to go and do these things and strive for these things and just let it all explode and experience it realistically. Now, you hit the 2000s, the '10s, the '20s, and we had technology hit. We had social media hit. And we had access to these places just expand, and now we have everything that we want in this world in the palm of our hand, you know, in front of our faces. We can see it. We can hear it. The only thing we can't do is tangibly touch it unless we actually go there. But with this greater access and faster time to this greater access, w- I feel like our imagination has gone [00:07:00] down. So now, here's where we come into tabletop role-playing and why this connects, right? So we have this big push for tabletop role-playing, other systems, the original D&D system, because that's all the imagination we really have left. Now, I know that's a big statement, and you can rip me apart for that later. But take a moment and think about that. We have everything we could ever want in the palm of our hands except for this world that we can create and never actually see. And now, this is where imagination is coming back, the tabletop role-playing is coming back, because we've already encountered everything else. So now we have to make up these [00:08:00] stories in our heads to create a boost in our brains to just get something else that our phones and our computers and our technology can't give us And that is a lot to take in and think about So with that happening, I know that was a bit of a long soapbox, but with all that happening, we have these people once again that are trying to share their imagination, but they want to be different than the original D&D. But different isn't bad and options aren't bad. So with that in mind, I challenge you to go try a different RPG than you are used to. Get out of [00:09:00] your comfort zone and just give it a try. Because with the world being in the palm of our hands, we have to be exploring different worlds. We have to try these different things because that is the only way that I think we have left to grow. So I know that is some interesting thoughts and I don't know if I'll ever actually post this video, but if I do, comment, like, subscribe, give me your thoughts below and we'll catch y'all next time.
August 23, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=M-H39bG14JM Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I talk about different tabletop role-playing things in the universe, as well as the TTRPG that my husband and I are making and releasing products for. So this time, I want to continue, uh, the Crooked Moon series, talking about the different races, and I'm gonna cover two more. So this go around, I want to talk about two characters that are a bit creepier than what they usually look like or what you expect, right? Um, so the first one I'm gonna go on about is the Silkborn race. So the Silkborn, if you don't like spiders, is immediately creepy. However, um, the lore behind them is what makes me stop and think, "Are they really that creepy?" Okay, so the idea of the Silkborn in Crooked Moon is that they have a whole [00:01:00] underground cave system covered in webs, gemstones everywhere, and they harness their power from these gemstones, which I think is actually a really cool idea, 'cause you get to take this, you know, thing that is, in my opinion, kind of creepy and turn it into something beautiful. I think about, like, g- going on walks and seeing spiderwebs out on my walk, and I'm like, "Wow, the architecture of that is really cool." But imagining it in a cave system, it becomes just another world, right? So with that, I think when you would build a Silkborn race character, you'd really lean into their idea of what's beautiful, what's not, and how would that structure society around them, right? What would they worship? How would their family dynamic be? Because this idea of [00:02:00] this character is that they would just emerge from a cocoon, a web cocoon of sorts, right? And then they emerge, and here is this city built of just webs that is creating these nets going back and forth and these glowing crystals. And then you start to wonder, well, where would their social hierarchy be maybe, right? Is it based on the size of the spider or perhaps the color of the spider? Or if the spider has X number of gemstones or X number of eyes, how do they compare in the world to others? So then we start to wonder about different character concepts that you could go on with these, right? So let's say you have this spider race, the Silkborn, join your D&D party, and they are an architect in their normal underground city, and they come to a human city, and [00:03:00] they're just bored at looking at it, and it feels very sterile, and there's not much natural beauty. Could that be a storyline, right? Or could we talk about maybe the gems and why they're so important to their race, and perhaps the spider is just wanting to collect gemstones, um, to better harness them, right? And then the other perspective you could take is that the spider Silkborn is an alien of some kind, right? So they could be, of course, the we don't know if we want to accept them into our party, but they have this information. Maybe they aren't so evil, so let's try and, you know, use them or accept them and how does that go, right? So the Silkborn is definitely a very interesting idea on a race that I don't think we've seen before and some people could find [00:04:00] very interesting Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your video Switching gears, um, I'm gonna talk about the second race that I found, which is definitely a play on cute and creepy. Um , and that would be the threadborn. [00:05:00] So the threadborn, in what I'm finding, is this doll that is created, and they come to life. So I start to think of the classic Pinocchio, "I'm a real boy," and stuff like that, right? Because all Pinocchio wanted was to be a real boy and be living and, you know, work in the workshop and explore the world and all these different things and whatnot. So with that in mind, with the idea of the threadborn, I start to think of, of course, who created them and what are they gonna be like in this world now that they're created? Right? So this gives you a couple of different ideas for character concepts and where to go. The first one being, um, that, of course, as I mentioned, they're made not born. So what happens when the doll that's made outlives its creator? And [00:06:00] are they going to become super heartbroken and always on the search for this family that they lost? Um, and this could go into a whole thing of like, how long do threadborns actually live, and do they decompose after time? Because, you know, I think everything decomposes eventually, even if we don't expect it to. Um, so there's definitely that side of it, and do they meet younger generations of their creator, right, and make that their family? Um, another idea is that they're very helpful because if you're creating something like a doll, you're creating it for companionship, right? You're creating it to help you feel better about the world around you, that companionship, and with that companionship does come helpfulness. And perhaps the character concept is that they're too helpful. They're too willing to jump in. They're just [00:07:00] gonna go straight into battle without thinking because they know that's the thing that needs done. That's where we have to go. So that's definitely another side of it, the too helpful side. And then the other thing is that to some people, and I start to think of when I was younger, and every birthday up until I was eight, my grandmother got me a certain doll, and the doll was like a part of a set, and it was those porcelain dolls with the eyes that I swear would follow me, right? And I had a shelf of them to display them because that's what my parents wanted. I could not wait to take those things down because when you have those eyes following you in the dark, it's actually pretty creepy. Um, but that's the thing is dolls wouldn't know that they're creepy. They're just happy, smiling, eyes always open, watching you, and it becomes a whole question of this is normal for [00:08:00] them, but how does this translate to normal society? And it sounds like a bit of a nightmare to me, no matter how cute they are. So with that being said, I'm gonna wrap this up here. And what do you think? Would you rather play a spider or play a doll? And what kind of character concept would you go with? As always, like, comment, subscribe, and we will catch y'all next time. Thanks
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