D&D 5E (2024) Dead Magic Zones? Strategy and Tactics

Zardnaar

Legend
So I used a dead magic zone today. 3rd one but first time it mattered.

5/6 have mythallar shards. DM special item bonus action gives access to the weave for 1 minute.


1 PC has a vial of heavy magic. Similar effect except you can also drink it for random result.

The enemy in the dead magic zone has access to the shadow weave. They can cast magic. Dead magic zone is 20' radius from a 10' alter.

So what do you do? Barbarian,Monk, Paladin, Bard, Cleric Druid. Bard has 0 re items that matter. Cleric has the heavy magic. Martials each have an item that deals 1d4-1d6 extra damage plus other magic gear.

Use it or lose it mythallar shards? There are an unknown amount of dead magic zones further ahead.

If you're the cleric use the heavy magic as a battery or drink it?

Interested in your thoughts.
 

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r. Cleric has the heavy magic.
I could be wrong as it was 2E since I thought of this in any detail, and things may have changed since. But didn't a "Dead Magic Zone" only effect arcane spellcasters, and not divine casters? That, and DMZ's were usually stationary except for the random wandering DMZ from what I recall. I also seem to remember that arcane spellcasters could sense a DMZ before they wandered into it. I believe why it only affected arcane casters was because it had something to do with Mystryl/Mystra and the use of the weave. Can't comment on the Shadow Weave, thought it was too hokey and shoehorned in for 3E's big event that brought back Netheril with the City of Shade. Pretty sure DMZ were introduced in the 1E-2E FR Adventures book to bridge the 2 editions. 2E Faiths & Avatars could probably shed more light, but that's a very solid book with small print.

To answer your question, regardless of edition, if it's a DMZ, spells don't work and any a player tries to cast doesn't work and is lost. Any spell or magic item brought into the DMZ are lost or cease to function. Realistically, if there's a DMZ and there is a chance of bypassing it, what's the point of having them? Just how I would rule things work.
 

I could be wrong as it was 2E since I thought of this in any detail, and things may have changed since. But didn't a "Dead Magic Zone" only effect arcane spellcasters, and not divine casters? That, and DMZ's were usually stationary except for the random wandering DMZ from what I recall. I also seem to remember that arcane spellcasters could sense a DMZ before they wandered into it. I believe why it only affected arcane casters was because it had something to do with Mystryl/Mystra and the use of the weave. Can't comment on the Shadow Weave, thought it was too hokey and shoehorned in for 3E's big event that brought back Netheril with the City of Shade. Pretty sure DMZ were introduced in the 1E-2E FR Adventures book to bridge the 2 editions. 2E Faiths & Avatars could probably shed more light, but that's a very solid book with small print.

To answer your question, regardless of edition, if it's a DMZ, spells don't work and any a player tries to cast doesn't work and is lost. Any spell or magic item brought into the DMZ are lost or cease to function. Realistically, if there's a DMZ and there is a chance of bypassing it, what's the point of having them? Just how I would rule things work.

5.5 version they're treated as anti magic spell in effect.

I've incorporated some 3E and 2E bits into the game plus DM specials.
 

5.5 version they're treated as anti magic spell in effect.

I've incorporated some 3E and 2E bits into the game plus DM specials.
Yeah, things have changed in the game a lot since I was overly keeping up with the lore and mechanics. I've never been a "screw the PCs" DM but I do miss the binary pass/fail nature of the earlier editions at times. Its always good to throw your own twist on things to keep your players on their toes. I just make stuff up as I go now and play 5,rob.
 

Yeah, things have changed in the game a lot since I was overly keeping up with the lore and mechanics. I've never been a "screw the PCs" DM but I do miss the binary pass/fail nature of the earlier editions at times. Its always good to throw your own twist on things to keep your players on their toes. I just make stuff up as I go now and play 5,rob.

Well I realized dead magic zones can
Yeah, things have changed in the game a lot since I was overly keeping up with the lore and mechanics. I've never been a "screw the PCs" DM but I do miss the binary pass/fail nature of the earlier editions at times. Its always good to throw your own twist on things to keep your players on their toes. I just make stuff up as I go now and play 5,rob.

Well I'm using shadow weave and some 2E specialty priests abilites are folded into custom feats.
 

Too many unknowns.

What's the terrain around the altar (i.e. is it an enclosed room with the zone filling it, or is there room to manoeuver around it)?
How reliant upon spellcasting is the opponent?
What non-magical resources does the party have that might let them make it unhealthy to stay around the altar?
Does the enemy know what a mythallar shard is, and do they have a way of retreating or turtling to run out that one-minute clock?

Without knowing the full tactical situation, the wider strategic situation and the specifics of the characters there's no easy way to make a judgement call on this.
 

Too many unknowns.

What's the terrain around the altar (i.e. is it an enclosed room with the zone filling it, or is there room to manoeuver around it)?
How reliant upon spellcasting is the opponent?
What non-magical resources does the party have that might let them make it unhealthy to stay around the altar?
Does the enemy know what a mythallar shard is, and do they have a way of retreating or turtling to run out that one-minute clock?

Without knowing the full tactical situation, the wider strategic situation and the specifics of the characters there's no easy way to make a judgement call on this.

Collapsed chapel with rubble (difficult terrain).
Enemy was some type of spellcaster but PCs didnt know exactly what it was.
 

Collapsed chapel with rubble (difficult terrain).
Enemy was some type of spellcaster but PCs didnt know exactly what it was.
I guess it really just comes down to the same calculation as for any fight - on the scale between "desperate boss battle where you'll need to consider using up some powerful one-off consumables to swing the tide" and "routine mid-adventuring-day fight where you'd rather save your spell slots for later", whereabouts does this encounter lie?
 

I guess it really just comes down to the same calculation as for any fight - on the scale between "desperate boss battle where you'll need to consider using up some powerful one-off consumables to swing the tide" and "routine mid-adventuring-day fight where you'd rather save your spell slots for later", whereabouts does this encounter lie?

It was a high encounter. 2nd or 3rd of the day. There was no real pressure mostly non combat.
 

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