Don. This spell targets a set of armor within range. If you are not wearing armor, you may command the armor to magically fly toward you and attach to your body, if your body type allows the armor to be donned. You are now wearing the armor. If you are proficient in the armor type you now gain all the benefits of wearing the armor. If the armor is magical and attuned to you, any counterspell attempt requires a contested roll.
If there is an unarmored creature within range, you may command the armor to magically fly toward them and attach to their body, if their body type allows the armor to be donned. If the creature is willing, they are now wearing the armor.
If the creature is not willing, they must make a Dexterity saving throw against your spell save DC. If the creature has a spellcasting ability, they may instead choose to make a saving throw of the same type as their spellcasting ability against your spell save DC. If the creature succeeds, the spell fails and the targeted armor falls to the ground near the creature. If the creature fails, they are now wearing the armor. If the creature is proficient in the armor type they now gain all the benefits of wearing the armor.
If the targeted armor is cursed, and the effects of the curse do not require attunement, wearing the target armor immediately confers any effects of the curse.
Doff. This spell targets a set of armor within range. If you are wearing the armor, it immediately detaches itself from your body and falls to the ground. You are no longer wearing the armor. If the armor is magical and attuned to you, any counterspell attempt requires a contested roll.
If there is an armored creature within range, you may target the armor they are wearing and command it to detach itself from the creature's body. If the creature is willing, the armor detaches and falls to the ground. They are no longer wearing the armor.
If the creature is not willing, they must make a Dexterity saving throw against your spell save DC. If the creature has a spellcasting ability, they may instead make a saving throw of the same type as their spellcasting ability against your spell save DC. If the armor is magical and the creature is attuned to it, they have advantage on this saving throw. If the creature succeeds, the spell fails and the targeted armor is still worn by the creature. If the creature fails, the armor detaches and falls to the ground. They are no longer wearing the armor.
If the targeted armor is cursed in a way that prevents its removal, this spell automatically fails.
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