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<blockquote data-quote="tetrasodium" data-source="post: 9303460" data-attributes="member: 93670"><p>It talks about fluff elements almost exclusively. </p><p>[spoiler="VRGTR62"]</p><p>Corrupted Magic. The Dark Powers influence </p><p>magical effects, imparting them with sinister qual</p><p>ities. How these changes manifest are for you to </p><p>decide and can shift from domain to domain. Do </p><p>summoned creatures appear undead in one domain </p><p>or violently mutated in another? Do divination spells </p><p>rasp in the voices of otherworldly ancients? Do the </p><p>effects of drinking a potion of </p><p></p><p>healing feel like grubs </p><p>weaving wounds shut from within? Magic looks </p><p>menacing in the Domains of Dread, but descriptive </p><p>embellishments shouldn't change the actual effects </p><p>of spells or magic items. </p><p>[/spoiler]</p><p></p><p>If you want a mechanically functional version of that section was in the 3.0(?) ravenloft book. The equivalent in 5e ranges from vague & unhelpful to completely useless.. For example:</p><p></p><p>[spoiler="VRGTR63"]</p><p></p><p>tions, not existential bookkeeping. </p><p>PLANAR CONNECTIONS </p><p>Each domain is its own demiplane, isolated from </p><p>all other planes including the Material Plane. No </p><p>spell-not even wish-allows escape from the </p><p>Domains of Dread. Spells such astral projection, </p><p>plane shift, teleport, and similar magic cast for the </p><p>purpose of escaping a domain simply fail, as do ef</p><p>fects that banish a creature to another plane. These </p><p>restrictions apply to all other effects, including </p><p>magic items and artifacts that transport or banish </p><p>creatures to other planes. Magic that allows transit </p><p>to the Border Ethereal, such as the etherealness </p><p>spell and the Etherealness feature of ghosts, is the </p><p>exception to this rule. A creature that enters the </p><p>Border Ethereal from a domain is pulled back into </p><p>the domain it left upon leaving the Ethereal. </p><p>For the purpose of spells whose effects change </p><p>across or are blocked by planar boundaries (such </p><p>as sending), each domain is considered its own </p><p>plane. Magic that summons creatures or objects </p><p>from other planes functions normally, as does magic </p><p>that involves an extradimensional space. Spells </p><p>cast within an extradimensional space (such as that </p><p>created by Mordenkainen's magnificent mansion) </p><p>are subject to the same restrictions as magic cast </p><p>within a domain. </p><p>While in the Domains of Dread, characters who </p><p>receive spells from deities or otherworldly patrons </p><p>continue to do so. In addition, spells that allow </p><p>contact with beings from other planes function </p><p>normally, with one proviso: the domain's Dark</p><p>lord senses when someone in their domain casts </p><p>such a spell and can choose to make themself the </p><p>spell's target, so that they become the one who is </p><p>contacted. </p><p>[/spoiler]</p><p></p><p>Somewhere in vrgtr/CoS there is a line along the lines of "some spells might function differently" or "use monsters immune to xxx" but I can't find it with a quick search. in order for spells to work differently for a setting you need to have that setting's book provide the replacement set of spells or be very specific in the mechanical changes in a way that the GM can point the players at with the expectation of the errata/patch equivalent mechanics will be used when players cast spells without needing the GM to one off revise each spell </p><p></p><p>There are reasons to expect the magic of a FR spellcaster's magic to still work if they found themselves in eberron (ie divine casters can cast spells through belief even if they believe in a concept or something rather than an actual deity). The trouble is that the PHB spells & equipment are very much designed for the needs of a middle earth inspired orc killing campaign where nobody has magic items & the math for that collapses when used in eberron unless you strip the setting away. Like Eberron, Ravenloft & Darksun almost need a different chapter for things like equipment magic & because the PHB is so heavily aimed at FR sometimes classes.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9303460, member: 93670"] It talks about fluff elements almost exclusively. [spoiler="VRGTR62"] Corrupted Magic. The Dark Powers influence magical effects, imparting them with sinister qual ities. How these changes manifest are for you to decide and can shift from domain to domain. Do summoned creatures appear undead in one domain or violently mutated in another? Do divination spells rasp in the voices of otherworldly ancients? Do the effects of drinking a potion of healing feel like grubs weaving wounds shut from within? Magic looks menacing in the Domains of Dread, but descriptive embellishments shouldn't change the actual effects of spells or magic items. [/spoiler] If you want a mechanically functional version of that section was in the 3.0(?) ravenloft book. The equivalent in 5e ranges from vague & unhelpful to completely useless.. For example: [spoiler="VRGTR63"] tions, not existential bookkeeping. PLANAR CONNECTIONS Each domain is its own demiplane, isolated from all other planes including the Material Plane. No spell-not even wish-allows escape from the Domains of Dread. Spells such astral projection, plane shift, teleport, and similar magic cast for the purpose of escaping a domain simply fail, as do ef fects that banish a creature to another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the Etherealness feature of ghosts, is the exception to this rule. A creature that enters the Border Ethereal from a domain is pulled back into the domain it left upon leaving the Ethereal. For the purpose of spells whose effects change across or are blocked by planar boundaries (such as sending), each domain is considered its own plane. Magic that summons creatures or objects from other planes functions normally, as does magic that involves an extradimensional space. Spells cast within an extradimensional space (such as that created by Mordenkainen's magnificent mansion) are subject to the same restrictions as magic cast within a domain. While in the Domains of Dread, characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow contact with beings from other planes function normally, with one proviso: the domain's Dark lord senses when someone in their domain casts such a spell and can choose to make themself the spell's target, so that they become the one who is contacted. [/spoiler] Somewhere in vrgtr/CoS there is a line along the lines of "some spells might function differently" or "use monsters immune to xxx" but I can't find it with a quick search. in order for spells to work differently for a setting you need to have that setting's book provide the replacement set of spells or be very specific in the mechanical changes in a way that the GM can point the players at with the expectation of the errata/patch equivalent mechanics will be used when players cast spells without needing the GM to one off revise each spell There are reasons to expect the magic of a FR spellcaster's magic to still work if they found themselves in eberron (ie divine casters can cast spells through belief even if they believe in a concept or something rather than an actual deity). The trouble is that the PHB spells & equipment are very much designed for the needs of a middle earth inspired orc killing campaign where nobody has magic items & the math for that collapses when used in eberron unless you strip the setting away. Like Eberron, Ravenloft & Darksun almost need a different chapter for things like equipment magic & because the PHB is so heavily aimed at FR sometimes classes. [/QUOTE]
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