This is a bit of a rez and late to the conversation, but in case anyone else is like me and curious about AMF effects and Arcane Armor in the future...
RAW and RAI, as mentioned, it works. It isn't even the only item created or sustained by magic that isn't counted as magical itself for the purposes of AMF. So this all comes down to some DMs deciding to apply a nerf for perceived logical consistency.
And frankly... it strikes me as odd that the floating eyeball with eyeball hair shooting magic beams with various effects from said eyeballs and occasionally dreaming things it is afraid of into reality isn't cause for concern, yet something being resistant to a spell effect (a rather frequent occurrence) is a step too far. In my humble opinion, say the unaffected class features are shielded in some way or don't use a kind of magic active enough to be shut down, and call it a day. No need to go against RAW/RAI.
Same goes for things like monk Ki. What you personally as a player or DM think feels like magic does not necessarily have any bearing on how AMF abilities operate, and extending their effects to abilities that are ordinarily exempt is just as arbitrary as saying it also disables sneak attack damage or unarmored defense.
Which you can do, as a DM, but probably shouldn't unless you have a solid reason that you think will increase fun at your table rather than decrease it.
I see arcane armor as normal armor modified through tech and would not stop it but a Emp field would.Ei thunder gauntlets are not classified as magic when attacking so how can anti magic stop that.spells I would say yes amf effects but for me as a DM I would create an artifact that's sets off Emp field not effect rest of party but the power player.
Most of the arcane armor would still work, the infusions would be nullified as would any magical bonuses if you have mixed armor. The replacement limb could be golem or tech based so it would still work, the armor can’t be taken off simply because the latches are inside so only the wearer could reach them, the gauntlets may be spring and cable powered with the thunder damage being due to the horrible clanging sounds of the gauntlets as they hit you, there would be no disadvantage given however as the text specifically says that is a magical effect. The temporary hit points would remain as the text says nothing about that being a magical effect. Everything In The infiltrator armor, even the lightning node (Tesla coil) can be described as tech based not magic based so that should still work.
A tesla coil still requires power, which is presumably magical in nature. Otherwise your campaign gets derailed as the artificer grants the wonders of electricity to every small town in your medieval setting. I will agree that RAW the armor should function without issue. But I might houserule the features under Armor Model would be disabled, as their description sounds much more magical, or at least powered by something.
it could just as easily be friction of the moving parts being stored in a capacitor and then released - lots of different non magical ways to generate what is really just a large static spark.we aren’t even talking about the power of a lightning bolt. At most the gem is doing 3d6 over 2 attacks in a round. For a capacitor all you need is a rolled sheet of waxed gold leaf stored inside a closed leather or wood tube with a switch closing the circuit to the gem when you want to fire. Basically a built in Van DeGraff generator like the lightning generators used to test cars a and planes, etc. while modern Tesla coils are attached to electrical power supplies they could also use a mechanical system to generate the electricity.
This is a bit of a rez and late to the conversation, but in case anyone else is like me and curious about AMF effects and Arcane Armor in the future...
RAW and RAI, as mentioned, it works. It isn't even the only item created or sustained by magic that isn't counted as magical itself for the purposes of AMF. So this all comes down to some DMs deciding to apply a nerf for perceived logical consistency.
And frankly... it strikes me as odd that the floating eyeball with eyeball hair shooting magic beams with various effects from said eyeballs and occasionally dreaming things it is afraid of into reality isn't cause for concern, yet something being resistant to a spell effect (a rather frequent occurrence) is a step too far. In my humble opinion, say the unaffected class features are shielded in some way or don't use a kind of magic active enough to be shut down, and call it a day. No need to go against RAW/RAI.
Same goes for things like monk Ki. What you personally as a player or DM think feels like magic does not necessarily have any bearing on how AMF abilities operate, and extending their effects to abilities that are ordinarily exempt is just as arbitrary as saying it also disables sneak attack damage or unarmored defense.
Which you can do, as a DM, but probably shouldn't unless you have a solid reason that you think will increase fun at your table rather than decrease it.
I see arcane armor as normal armor modified through tech and would not stop it but a Emp field would.Ei thunder gauntlets are not classified as magic when attacking so how can anti magic stop that.spells I would say yes amf effects but for me as a DM I would create an artifact that's sets off Emp field not effect rest of party but the power player.
Most of the arcane armor would still work, the infusions would be nullified as would any magical bonuses if you have mixed armor. The replacement limb could be golem or tech based so it would still work, the armor can’t be taken off simply because the latches are inside so only the wearer could reach them, the gauntlets may be spring and cable powered with the thunder damage being due to the horrible clanging sounds of the gauntlets as they hit you, there would be no disadvantage given however as the text specifically says that is a magical effect. The temporary hit points would remain as the text says nothing about that being a magical effect. Everything In The infiltrator armor, even the lightning node (Tesla coil) can be described as tech based not magic based so that should still work.
Wisea$$ DM and Player since 1979.
A tesla coil still requires power, which is presumably magical in nature. Otherwise your campaign gets derailed as the artificer grants the wonders of electricity to every small town in your medieval setting. I will agree that RAW the armor should function without issue. But I might houserule the features under Armor Model would be disabled, as their description sounds much more magical, or at least powered by something.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
it could just as easily be friction of the moving parts being stored in a capacitor and then released - lots of different non magical ways to generate what is really just a large static spark.we aren’t even talking about the power of a lightning bolt. At most the gem is doing 3d6 over 2 attacks in a round. For a capacitor all you need is a rolled sheet of waxed gold leaf stored inside a closed leather or wood tube with a switch closing the circuit to the gem when you want to fire. Basically a built in Van DeGraff generator like the lightning generators used to test cars a and planes, etc. while modern Tesla coils are attached to electrical power supplies they could also use a mechanical system to generate the electricity.
Wisea$$ DM and Player since 1979.