I don't have my book handy, but I do not think it is directly addressed. If not addressed,, it might be a natural boyance that they proper directionally with magic, or it might be permanent magical flight.
Assuming the rules are not explicit, the answer should be: What makes the game more interesting? DM rulings when rules are vague should be aimed at making the game better, not at applying their personal view on what should happen. If a big bad enemy can be outsmarted by a simple trap, the game is often diminished.... but not always. Sometimes that clever solution makes the party feel really good and the game moves forward with higher spirits. It is a subjective assessment that the DM needs to make and the players need to not only accept, but buy into with all their hearts.
Or a challenge that exists in the setting for the players to collaborate on to overcome and, in the doing, have fun and create exciting, memorable tales.This is why I feel like we should do away with anti-magic fields.
If a monster spawned from the dreams of its predecessor doesn't just unravel into a puff of nothingness in an AMF, then AMFs are just kinda dumb and a meta way of hosing the PCs.
No, not that one.Or a challenge that exists in the setting for the players to collaborate on to overcome and, in the doing, have fun and create exciting, memorable tales.
Both of those things can be explained in the context of the setting though. It's trivially easy in a game based on make-believe. Then they're just more challenges among many to be overcome by creative players, not something to just "hose PCs."No, not that one.
It's clearly a metagame concept because it is highly selective on what magic it is actually anti.
It's like back in the day when every door and lock suddenly becomes adamantine to keep the players from breaking/picking them.
Making them much more valuable than any worthless gold that might be hidden behind them! Break the wall guys, so that we can loot these priceless doors!It's like back in the day when every door and lock suddenly becomes adamantine to keep the players from breaking/picking them.