So in the Artificer subclass 'Armorer', it says the armor becomes a conduit for your spells and that the armor itself becomes 'Arcane Armor'. My question is, if you used dispel magic on it or some similar spell/ability, would it stop being magical and the features it gives the armor become inert? I.e. the ability the armor gets where it cannot be removed against your will, is now able to be removed against your will. It seems to me like the description is somewhat up for interpretation, so i just wanted to see what others opinions were/if anyone knows of a definite answer to this. Please and Thank you. Heres the features description -
'Arcane Armor
3rd-level Armorer feature
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
You can use the arcane armor as a spellcasting focus for your artificer spells.
The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.'
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The vorpal blade went snicker-snack! He left it dead, and with its head. He went galumphing back.
I would also like to add that earlier in the class features it says 'You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.' Regardless of this, i imagine spells like 'counterspell' and 'dispel magic' still work against Artificer spells even if they seem to be technology based, otherwise i imagine that alone would be a bit op. Although maybe im understanding this wrong and thats just a sort of perk to being an Artificer?
Regardless, my original question remains, does something like Dispel Magic make Arcane Armor inert/regular armor?
With regard to spells like antimagic field, nothing in the Arcane Armor feature description says it’s magical, so such spells have no effect on it (though I have a vague memory of at least one of the specific little addons being magical).
Artificer Spells and Infusions are still magical, despite the technology flavoring, so they are still valid targets for spells like counterspell, dispel magic, and antimagic field. Keep in mind that the first two only affect spells though.
No part of the level 3 feature is magical, so all of it will continue to function in an antimagic field. In fact, it is explicitly non magical (as long as you started out with non-magical armor), as otherwise it would be impossible to apply infusions to your armor.
The level 15 features add magical effects to your armor - those particular features, as well as any infusions on the armor, will stop functioning in an antimagic field, but the rest of the armor will still function normally.
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So in the Artificer subclass 'Armorer', it says the armor becomes a conduit for your spells and that the armor itself becomes 'Arcane Armor'.
My question is, if you used dispel magic on it or some similar spell/ability, would it stop being magical and the features it gives the armor become inert? I.e. the ability the armor gets where it cannot be removed against your will, is now able to be removed against your will.
It seems to me like the description is somewhat up for interpretation, so i just wanted to see what others opinions were/if anyone knows of a definite answer to this.
Please and Thank you.
Heres the features description -
'Arcane Armor
3rd-level Armorer feature
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
You gain the following benefits while wearing this armor:
The armor continues to be Arcane Armor until you don another suit of armor or you die.'
The vorpal blade went snicker-snack! He left it dead, and with its head. He went galumphing back.
I would also like to add that earlier in the class features it says
'You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.'
Regardless of this, i imagine spells like 'counterspell' and 'dispel magic' still work against Artificer spells even if they seem to be technology based, otherwise i imagine that alone would be a bit op. Although maybe im understanding this wrong and thats just a sort of perk to being an Artificer?
Regardless, my original question remains, does something like Dispel Magic make Arcane Armor inert/regular armor?
The vorpal blade went snicker-snack! He left it dead, and with its head. He went galumphing back.
Dispel magic only ends spells, so no.
With regard to spells like antimagic field, nothing in the Arcane Armor feature description says it’s magical, so such spells have no effect on it (though I have a vague memory of at least one of the specific little addons being magical).
Artificer Spells and Infusions are still magical, despite the technology flavoring, so they are still valid targets for spells like counterspell, dispel magic, and antimagic field. Keep in mind that the first two only affect spells though.
No part of the level 3 feature is magical, so all of it will continue to function in an antimagic field. In fact, it is explicitly non magical (as long as you started out with non-magical armor), as otherwise it would be impossible to apply infusions to your armor.
The level 15 features add magical effects to your armor - those particular features, as well as any infusions on the armor, will stop functioning in an antimagic field, but the rest of the armor will still function normally.