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Author Topic: Dead Magic areas  (Read 3581 times)

AeonBlues

Re: Dead Magic areas
« Reply #20 on: July 23, 2008, 02:53:47 pm »
Turning undead is definitely an Su (super natural) ability in the core rules, so there is some precedence working against my question.  I don't know about divine might and shield as they are not core rule feats.  I never read that turning undead had anything to do with magic, but this is layonara and not some other game world.

It does seem though that there are a lot of monsters that use Su powers in dead magic areas.  So it seems reasonable to me that PC Su powers should be allowed, for the most part, while spells and items are not.
 

Lareth

Re: Dead Magic areas
« Reply #21 on: July 26, 2008, 08:02:07 am »
I had a quick queston from this, how are alchemical preparations such as Fire and Acid bombs handled in these areas?  Logically I can't see that there are any problems with their use as they're just big flasks of volatile / highly acidic material.. but as they seem to duplicate magical effects I just wondered if from a mechanics point they might not work?
 

Weeblie

Re: Dead Magic areas
« Reply #22 on: July 26, 2008, 08:19:29 am »
Unless Ed or someone tells otherwise, my own common sense tells me that oil is just oil and burns equally hot in no magic zones as in normal magic zones. :p

I.e. I strongly believe that fire and acid bombs work in those areas!
 

EdTheKet

Re: Dead Magic areas
« Reply #23 on: July 29, 2008, 06:02:58 am »
Quote from: Weeblie
Unless Ed or someone tells otherwise, my own common sense tells me that oil is just oil and burns equally hot in no magic zones as in normal magic zones. :p

I.e. I strongly believe that fire and acid bombs work in those areas!

I think I would agree.
 

Aerimor

Re: Dead Magic areas
« Reply #24 on: September 20, 2008, 12:10:54 pm »
I never saw this answered and I can not believe someone has not asked.  How is shapeshifting handled?

I was told Shadow Dancing is not magical.  I personally don't get it, but more power to em.

Is a druid assuming boar form a non magical act too? Would love to see that one explained even if it would be counter productive for me.  Can you shift forms inside a dead magic area freely?

Or whatever form you are in, you are in until you leave or die?  Or can a druid/shifter not even hold form without magic and thus they revert upon entry into a dead magic area?

Thanks in advanced, if this was answered, I am sorry but I did look for it.
 

Dorganath

Re: Dead Magic areas
« Reply #25 on: September 20, 2008, 01:44:55 pm »
EdThKet can correct me if I'm wrong, but I believe that shifting forms (whether as a Druid, Shifter or a Polymorph/Shapechange spell) requires magic to initiate, so actually shifting within a dead magic zone shouldn't be possible.  

However, shifting outside the dead magic zone and keeping that form within it should be OK.
 

Drizzlin

Re: Dead Magic areas
« Reply #26 on: September 22, 2008, 05:07:47 am »
I never thought it Magical and in D&D table setting it is not magical and works in dead magic zones. Just as a lycanthrope can shift in a dead magic zone, so can natural shifting class, such as a druid. Is this something changed in layonara's dead magic zones?

If a natural shifting class can not shift in a dead magic zone, it would not make sense that shifting and then walking into a dead magic zone doesn't break the shift either. A dead magic zone drops all enchants and spells that are up. I know we allow weapons to be enchanted in dead magic zones in Layo, but in D&D they would not work in a dead magic zone. With that being said, it would not make any sense that you can shift before you walk into a dead magic zone, but not while in the dead magic zone.

Another point on shifting, is that it can not be dispelled. Why? Because it is not a magical spell, it is a natural ability. A werebear can not be dispelled from their form either.

I guess the only argument is whether it takes some kind of magic to start the shift, and then once the shift is done it is no longer magical. I however think that is stretching it and reaching for a reason to not allow shifting classes to shift in a dead magic zone.

To me, a natural shifting class is like an undead creature, a palemaster's bone arm, ect. When they walk into the dead magic zones they don't fall apart and stop working, thier state and abilities are natural and non magical. A ghost or specter in a dead magic zone don't loose their natural ability to travel through walls.

Of course this is just my opinion =P

Quote from: Dorganath
EdThKet can correct me if I'm wrong, but I believe that shifting forms (whether as a Druid, Shifter or a Polymorph/Shapechange spell) requires magic to initiate, so actually shifting within a dead magic zone shouldn't be possible.  

However, shifting outside the dead magic zone and keeping that form within it should be OK.
 

Dorganath

Re: Dead Magic areas
« Reply #27 on: September 22, 2008, 08:35:08 am »
Thus my disclaimer. :)

But beyond that, do not confuse Layonara with a typical D&D setting, and do not confuse a Druid's or Shifter's ability with lycanthropy/theriantropy, which is a disease and typically an unwilling transformation on the part of the afflicted.

Quote
If a natural shifting class can not shift in a dead magic zone, it would not make sense that shifting and then walking into a dead magic zone doesn't break the shift either.

Nor would it make sense for weapon- and armor-enhancing spells to remain in effect, or for summons to persist into dead magic zones.  The general guideline has been that if it requires magic to initiate, it cannot be activated within a dead magic zone.  By a similar, if slightly fuzzier metric, if an effect can sustain itself (i.e. the magic required for sustenance is localized to the effect itself), such as in the case of weapon/armor enhancements and summons, then they can persist in a dead magic zone.  This also explains "static" enhancements like ability/skill jewlry and other worn items with persistent effects.

Quote
I guess the only argument is whether it takes some kind of magic to start the shift, and then once the shift is done it is no longer magical. I however think that is stretching it and reaching for a reason to not allow shifting classes to shift in a dead magic zone.

As stated above, this is exactly the rationale being used why other magical enhancements and effects may persist into dead magic areas.

And for clarity, I'm expressing my assumptions on the matter based on extension of reasoning for other effects that do and do not work.  And again, if EdTheKet disagrees with me, then I'm fine with being wrong on this point.
 

EdTheKet

Re: Dead Magic areas
« Reply #28 on: January 07, 2010, 01:58:06 pm »
Quote from: EdTheKet
Personally, I do not consider Ki to be any kind of magic or supernatural energy. I just consider it a type of extreme focus and concentration.

But I haven't really thought it through yet, but that's my initial thought.

It has been a while, and I've thought it through a long time ago already, but never posted it.

In any event, Ki is not a kind of magic or supernatural energy. It is not part of the Al'Noth, it is also not divinely inspired.

Instead, it's the result of years of practice and extreme focus and concentration. This then leads to supreme muscle and nerve control. As it's very tiring, any feat with Ki can only be used a limited number of times per day.
 

 

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