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In Forgotten Realms, the art of smelting mithral and alloying it with steel is a carefully guarded secret of certain dwarves, so you're unlikely to find a full set except maybe being sold in an auction by an eccentric collector, or collecting dust in some dwarven or elven ruins. Personally, I think magic items are more interesting when earned via a quest or adventure, or in this case seeking out someone who can craft it. If you think it's fun to let your players go buy mithral armor from a shop in a city, then by all means.
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The most important thing to consider is what fits the narrative and what is fun. A full set of plate is normally 1500gp, so I would roll to see how much to add, then mark it up by 15%. But a person trying to sell an item is definitely going to mark that up. Given that armor has value, I would say add 101 - 500gp to its normal value for the mithral version. Either you need to bring him the raw mithral, which he will alloy with steel armor, or you're going to have to pay a lot. I think I would say you could after a week of investigation find a master dwarven armorsmith who will be willing to craft mithral armor for you. But in most games, magic items are rare, and you will have difficulty buying them. So DMs like to play games that are very high magic where magical items are plentiful and shops sell them. It depends on the magic level of your game. Hex Fiend can handle as big a file as you’re able to create. Hex Fiend does not limit you to in-place changes like some hex editors. That's just a general rule of thumb for how much an item is worth, and is usually there to tell the players how much they can sell a magic item for, not how much they can buy it for. Hex Fiend is a fast, lean, and powerful hex editor built just for the Mac. "Each magic item has a rarity: common, uncommon, rare, very rare, or legendary."Īccording to the table there, uncommon magic items are valued at 101gp - 500gp, but that doesn't mean your players can just go to the store and buy a set of mithral plate for 500gp. Mithral is inherently magical, which is why this is listed under magic items. The question seems to be, would you add that number to the value of the armor, or would that number replace it? When it comes to value for sale, the DMG (pg 135) puts Uncommon items at 101-500 gp. However, there does not seem to be a specific value attached to the armor for that rarity. The fact the ability specifies that the attack misses regardless of the dice roll also supports that it would negate a critical hit.Mithral does not seem to be inherently a magical metal, just uncommon. You make your attack roll and then if it has hit you resolve the armour of hexes. The spell doesn't modify the actual attack roll, other than changing the AC if a duplicate is determined to be the target.Īrmour of hexes reads to me to work in the same way but the other way round. If Critical Hits hit regardless of modifier, and Mirror Image, or Armour of Hexes is considered a Modifier, then it gets ignored.Mirror Image certainly isn't ignored by a critical hit, as you roll a d20 before making your attack roll to determine if you are attacking a duplicate or the real mage. Mirror Image is a modifier to the attack roll (under the in addition clause), but it hits another target.
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I'd rule in accordance with Mirror Image. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target.
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Pg 194 If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC