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Danor and Malice Lands "Damaaged Magic Zone" (Always on Time)
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<blockquote data-quote="efreund" data-source="post: 7213483" data-attributes="member: 6799797"><p>FWIW, when I ran this for my group (in Pathfinder), I treated Danor as effectively an antimagic field. The only thing that I bent on was that long-persistent magical effects "calcified" rather than going away. So all those belts-of-dexterity, etc., could keep working - even if taken off! (but of course, if anybody else put on the belt it would do nothing for them.) This just made OOG logistics a lot easier. But even more importantly, anyone wearing a hat of disguise got their alternate identity "locked in" and they couldn't change back to normal (until out of Danor).</p><p></p><p>Important note: I didn't "spring" this on my players, but warned them far in advance that it would work like this, and they planned around it. Besides, there's not any mandatory fights in Danor anyways, so the sorcerer in the party didn't complain too hard.</p><p></p><p>For the Malice Lands, I used wild magic rules. In practice, the party studiously avoided casting magic unless it was strictly necessary.</p><p></p><p>For Orithea, I didn't use any formal rule set. I basically let magic work normally, but then I'd ad hoc come up with exotic flourishes to describe the magic looking or acting weird (but this never had any meaningful impact).</p></blockquote><p></p>
[QUOTE="efreund, post: 7213483, member: 6799797"] FWIW, when I ran this for my group (in Pathfinder), I treated Danor as effectively an antimagic field. The only thing that I bent on was that long-persistent magical effects "calcified" rather than going away. So all those belts-of-dexterity, etc., could keep working - even if taken off! (but of course, if anybody else put on the belt it would do nothing for them.) This just made OOG logistics a lot easier. But even more importantly, anyone wearing a hat of disguise got their alternate identity "locked in" and they couldn't change back to normal (until out of Danor). Important note: I didn't "spring" this on my players, but warned them far in advance that it would work like this, and they planned around it. Besides, there's not any mandatory fights in Danor anyways, so the sorcerer in the party didn't complain too hard. For the Malice Lands, I used wild magic rules. In practice, the party studiously avoided casting magic unless it was strictly necessary. For Orithea, I didn't use any formal rule set. I basically let magic work normally, but then I'd ad hoc come up with exotic flourishes to describe the magic looking or acting weird (but this never had any meaningful impact). [/QUOTE]
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