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Beholders and anti magic
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<blockquote data-quote="Flamestrike" data-source="post: 8075077" data-attributes="member: 6788736"><p>No mate, you havent. Here is the actual rules;</p><p></p><p>[EXCERPT]Is the breath weapon of a dragon magical? If you cast antimagic field, don armor of invulnerability, or use another feature of the game that protects against magical or nonmagical effects, you might ask yourself, “Will this protect me against a dragon’s breath?” The breath weapon of a typical dragon isn’t considered magical, so antimagic field won’t help you but armor of invulnerability will. You might be thinking, “Dragons seem pretty magical to me.” And yes, they are extraordinary! T<strong><u>heir description even says they’re magical</u></strong>. <strong><u>But our game makes a distinction between two types of magic: </u></strong></p><p></p><p>• the background magic that is part of the D&D multiverse’s physics and the physiology of many D&D creatures</p><p>• the concentrated magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect</p><p></p><p>In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When a rule refers to something being magical, it’s referring to that second type.</p><p></p><p>Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature:</p><p></p><p>• Is it a magic item?</p><p>• Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?</p><p>• Is it a spell attack?</p><p>• Is it fueled by the use of spell slots?</p><p>• Does its description say it’s magical?</p><p></p><p>If your answer to any of those questions is yes, the feature is magical.</p><p></p><p>Let’s look at a white dragon’s Cold Breath and ask ourselves those questions. First, Cold Breath isn’t a magic item. Second, its description mentions no spell. Third, it’s not a spell attack. Fourth, the word “magical” appears nowhere in its description. Our conclusion: Cold Breath is not considered a magical game effect, even though we know that dragons are amazing, supernatural beings. [/EXCERPT]</p><p></p><p><a href="https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf" target="_blank">https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf</a></p><p></p><p>Those are the rules (clarified by the RAW).</p><p></p><p>The game makes a clear distinction between a '<u>magical</u>' effect (a spell, a magical item, a Stone Golems Slow ability, a Paladins Smite) and a '<u>supernatural background magic that is part of the physics of the world, but is not magical for the purposes of game effects</u>' such as a monks Ki pool, a Dragons breath weapon or its ability to fly, or a Golem moving around.</p><p></p><p>Magical things <strong>dont </strong>work in an AMF. Superntatural things <strong>do </strong>work in those fields including breath weapons, dragons flying, monks using Ki to walk on walls and across water, Golems moving and so forth.</p><p></p><p>Lets apply those rules to a Golem:</p><p></p><p>• Is it a magic item? - <strong>No </strong>- it's a creature.</p><p>• Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description? <strong>Not applicable.</strong></p><p>• Is it a spell attack? <strong>No </strong>- obviously.</p><p>• Is it fueled by the use of spell slots? <strong>No </strong>- Its not a Paladins smite, or a Moon Druids regeneration.</p><p>• Does its description say it’s magical? <strong>Not applicable - </strong>This applies to specific features (like the Stone Golems Slow ability, not to fluff text. Dragons are fluffed as being 'magical' creatures but this fluff text is expressly ignored for rules purposes above.)</p><p></p><p>A Golem is not 'magical'<u> for the purposes of game effects.</u> It's a supernatural creature created by magic, but it cant be dispelled, or shut down in an AMF.</p><p></p><p>Now you can feel free to give Golems in your campaign the ''Anti-magic susceptibility trait'' possessed by animated objects (which if you apply YOUR logic, they dont even need at all seeing as YOUR ruling shuts them down anyway regardless of this trait). Go nuts; it's your game. Just dont claim your position to be RAW, when it isnt.</p><p></p><p>May I ask, why did the Devs give Animated objects (like Animated armor) this 'Anti-magic susceptibility' trait, seeing as the intent is for AMF's to shut them down anyway? Isnt this superfluous? And why did they leave it off Golems if the intent was for them to be shut down?</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8075077, member: 6788736"] No mate, you havent. Here is the actual rules; [EXCERPT]Is the breath weapon of a dragon magical? If you cast antimagic field, don armor of invulnerability, or use another feature of the game that protects against magical or nonmagical effects, you might ask yourself, “Will this protect me against a dragon’s breath?” The breath weapon of a typical dragon isn’t considered magical, so antimagic field won’t help you but armor of invulnerability will. You might be thinking, “Dragons seem pretty magical to me.” And yes, they are extraordinary! T[B][U]heir description even says they’re magical[/U][/B]. [B][U]But our game makes a distinction between two types of magic: [/U][/B] • the background magic that is part of the D&D multiverse’s physics and the physiology of many D&D creatures • the concentrated magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When a rule refers to something being magical, it’s referring to that second type. Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature: • Is it a magic item? • Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description? • Is it a spell attack? • Is it fueled by the use of spell slots? • Does its description say it’s magical? If your answer to any of those questions is yes, the feature is magical. Let’s look at a white dragon’s Cold Breath and ask ourselves those questions. First, Cold Breath isn’t a magic item. Second, its description mentions no spell. Third, it’s not a spell attack. Fourth, the word “magical” appears nowhere in its description. Our conclusion: Cold Breath is not considered a magical game effect, even though we know that dragons are amazing, supernatural beings. [/EXCERPT] [URL]https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf[/URL] Those are the rules (clarified by the RAW). The game makes a clear distinction between a '[U]magical[/U]' effect (a spell, a magical item, a Stone Golems Slow ability, a Paladins Smite) and a '[U]supernatural background magic that is part of the physics of the world, but is not magical for the purposes of game effects[/U]' such as a monks Ki pool, a Dragons breath weapon or its ability to fly, or a Golem moving around. Magical things [B]dont [/B]work in an AMF. Superntatural things [B]do [/B]work in those fields including breath weapons, dragons flying, monks using Ki to walk on walls and across water, Golems moving and so forth. Lets apply those rules to a Golem: • Is it a magic item? - [B]No [/B]- it's a creature. • Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description? [B]Not applicable.[/B] • Is it a spell attack? [B]No [/B]- obviously. • Is it fueled by the use of spell slots? [B]No [/B]- Its not a Paladins smite, or a Moon Druids regeneration. • Does its description say it’s magical? [B]Not applicable - [/B]This applies to specific features (like the Stone Golems Slow ability, not to fluff text. Dragons are fluffed as being 'magical' creatures but this fluff text is expressly ignored for rules purposes above.) A Golem is not 'magical'[U] for the purposes of game effects.[/U] It's a supernatural creature created by magic, but it cant be dispelled, or shut down in an AMF. Now you can feel free to give Golems in your campaign the ''Anti-magic susceptibility trait'' possessed by animated objects (which if you apply YOUR logic, they dont even need at all seeing as YOUR ruling shuts them down anyway regardless of this trait). Go nuts; it's your game. Just dont claim your position to be RAW, when it isnt. May I ask, why did the Devs give Animated objects (like Animated armor) this 'Anti-magic susceptibility' trait, seeing as the intent is for AMF's to shut them down anyway? Isnt this superfluous? And why did they leave it off Golems if the intent was for them to be shut down? [/QUOTE]
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