Choose a creature and article of clothing or armor you can see within range. That target must succeed on a Dexterity saving throw or be subject to one of the following effects:
Don. The article of clothing or armor teleports to the target and attempts to be worn. If the target is already wearing a similar item (e.g., another shirt, another suit of armor), the new article is worn over the existing one, and the target has disadvantage on Dexterity checks and saving throws for the spell's duration. Unless specified by the caster, the article magically adheres to the target for the duration of the spell. As an action, the target can attempt a Strength saving throw against your spell save DC to pry the article from them, ending the effect of the spell.
Any articles that would require attunement to impart a special effect would still require attunement by the target.
Doff. The article of clothing or armor is magically ripped off the target. If the item is not magically attached or worn in a way that prevents easy removal (e.g., a cursed item), it is removed, landing at a point you choose within 60 feet of the target. Otherwise, the target takes 6d6 force damage and the target article is not removed. A target can only take this damage once per casting of the spell, regardless of how many articles are affected on the target.
* - (A length of gold thread worth 100gp, which the spell consumes)Previous Versions
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3/25/2025 10:53:14 AM
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Coming Soon
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