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Assume a team of my players defeated an Animated Armor, which broke apart. One of the players states that if it is armor, than he can take it and use it. DM decided that the armor is damaged and useless.
But what would happen if someone decided to wear animated armor when it is completed, for example in the anti-magic field, where armor cannot move?
Should I use grappling rules? Or take inspiration from the Rug of Smothering? The second one is not fitting well, because armor cannot smother anyone. Maybe assume that rest of the group has to defeat the armor and their friend will drop as a loot? 😛
Would wearing animated armor be safe? (Animated Armor or Helmed Horror, I assume they work the same). Looking at the pictures from the 3rd and 5th edition Monster Manuals, they have got some kind of magic-field inside of them, wouldn’t it harm the wearer?
I know there is a similar question here: Animated Armor Trap (points 3 and 4 helped me a lot), but I do not want to make an intelligent armor which traps user, but just get any information on if it would be safe to wear such armor. For example a warrior, which collapses, but his armor is still fighting. Or a bad black knight which terrorizes the area seems to be a kid which found some animated armor.
The description of the Elven Chain says that people do not need to be proficient with that armor and they would still reap all the benefits of it.
However, I would think that even though it is magical, it does not change the fact that it is metal and thus the Druid should not be wearing it. Can a druid wear it and get the normal benefit it provides?
Is it possible for a familiar to attune to and then wear or wield a magic item?
BlackHatKings: CryptoCurrency Posted By: MattBurditt1 Post Time: 27th Jul 2019 at 08:01 PM
I know many have asked this question but I have to ask as I’m still not satisfied with the answers.
Most arguments used against mages wearing armour
Iron repels magic
- That is untrue, why? The evidence lies in enchanted/magic armour and weapons thus proving that metal/iron don’t necessarily repel magic.
- Furthermore, if magic truly repels magic then magic will do nothing against armour wearing knights but in most rpg magic can bypass armour.
- In myth, magic/enchanted weapons such as Excalibur existed thus proving that iron does not repel magic.
Armour restricts mobility in casting or is too heavy for mages
- That is incorrect, why?. Armour is not as heavy as one might think, the weight of the armour is distributed across the body thus being not as heavy as you think. Furthermore, armour is lighter than a firefighter suit. Armour is also articulated properly to allow for mobility. Gauntlet is not armoured below the hand as well as have and have more mobility that one might think and if they did affect casting then you can just not wear the gauntlet.
Examples in videos: https://www.youtube.com/watch?v=qzTwBQniLSc https://www.youtube.com/watch?v=pAzI1UvlQqw
- As mentioned in the question if armour is truly that heavy in rpg world than why don’t you just use a weight removal, weight reduction or lightweight enchantment on the armour.
Armour causes spell failure cause that is how it works
- Then as mentioned in the question why not use enchantment to negate that problem.
- Then why can paladin, cleric, druids, bards and arcane archer use magic in armour without spell failure.
There is no reason for mages to use armour cause they don’t need them.
- That is wrong, why? Anti-magic or dispel, silence etc.
Armour conducts electricity and can electrocute the user or will travel go to the armour.
- Wrong, why? Mages can shape their magic and they can control them so likewise they can control the electricity to not go to the armour. For example ball lightning, fire ball, lightning bolts etc proving that mages can manipulate magic. Furthermore, electric magic does not follow physics cause if they did electric magic would not work properly as air is a bad conductor of electricity and the only reason lightning works is due to the electrical discharge caused by imbalances between storm clouds and the ground. If you try to generate electricity it will arc uncontrollably.
- Faraday cage principle will protect user from electricity.
- If electric magic is truly a problem which I don’t think so then just enchant the armour to be not conductive or don’t use electric magic.
Armour prevents hearing and chanting magic properly.
- Make holes to allow for better hearing and speaking.
- Wear more open helmets or open visor.
- Use enchantment
- Paladin/Clerics etc don’t have that problem despite wearing a helmet.
- Hoods inhibit hearing yet mages wear them.
It is unbalanced.
- Not really paladin, cleric, druids and shamans are strong hybrids with armour and yet they are not considered unbalanced.
For example; a +5 chest piece, +5 gloves, etc. I don’t have a 5e book to use anymore, I do have a 3.5 but I don’t know if the rules have changed.
I have a small secondary Toshiba RC100 SSD with specified endurance of 120 TB. smartctl reports data units written of about 3% of that. But the wear levelling count(or “Percentage used”) reports at 16%. This is a big discrepancy. From what I can tell, Data Units Written is actual block writes to the device, not logical writes, so write amplification doesn’t explain the discrepancy. What’s going on?
Several magical horseshoes such as Horseshoes of Speed and Horseshoes of a Zephyr have the explicit requirement of the creature wearing all 4 shoes for the item take effect. However, some creatures like the Sleipnir from the Norse mythology have more than 4 legs, in this case exactly 8, which would allow him to wear two sets of horseshoes.
Can a Sleipnir equipped with both sets of magical horseshoes benefit from both effects?
While I do want to know about it for a Sleipnir, my question target multi-legged creatures in general.
Related: Can a Minotaur wear (and benefit from) Horseshoes of Flame?
Items in Question
Horseshoes of Speed
These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal’s hooves, they increase the animal’s base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective.
Horseshoes of a Zephyr
These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.
Creature in Question
Size/Type: Large Monstrous Humanoid
As can be seen above, a centaur is not an animal. The two magic items above only refer to horses and/or animals.
I am thinking it would require Use Magic Device:
Emulate a Race
Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a race of your choice. You can emulate only one race at a time.
- Could a centaur wear (and benefit from) the magical horseshoes?
- Would a Use Magic Device skill check be required to utilize them?