• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

holy water + antimagic field =?

Stalker0 said:
bless water is an instantaneous spell. Just as a wall of iron spell creates an instantaneous wall that is nonmagical.. bless water creates a substance that is nonmagical.

Yep, that's how I read it, too. Since the spell is instantaneous, it can't have a lasting magical effect, so it has to be Ex or natural.
 

log in or register to remove this ad

Scion said:
yep, although the counter arguement i have heard to that is the sun isnt magical yet sunlight can kill certain undead or make others powerless.

The Sun is pulled across the sky by a guy in a chariot. Clearly, sunlight is magical as a result.

By the rules as written, holy water should be nonmagical. You can't dispel it, you can't Detect it, and it doesn't have a duration. It's not in the Magic Items section of the DMG, it's in the "Equipment" section of the PHB, alongside Alchemist's Fire and Sunrods (counterexample: Everburning Torches are there, too, and they're clearly suppressed in an AMF). Personally, I wish they HAD made it explicitly magical, though. I'd also love to see "Lawful Water" and "Chaotic Water", but I'll take what I can get.
 

Spatzimaus said:
The Sun is pulled across the sky by a guy in a chariot. Clearly, sunlight is magical as a result.

A plane is moved across the sky useing engines. Clearly the plane is magical.

A kite is pushed through the air by unseen forces! Clearly magical.

I can eat something tasty, and later output something not tasty. Clearly I am magical! ;)


mmm.. mixing and matching equipment charts.. everburning torch sets the precedent of magical items in the mundane chart.. or is it that holy water sets the precedent? tough call.
 

Holy Water does not appear to be a magical substance.

If incorporeal undead can exist in a anti-magic field then I certainly have no problems with holy water hurting them there, too.
 


Artoomis said:
Holy Water does not appear to be a magical substance.

If incorporeal undead can exist in a anti-magic field then I certainly have no problems with holy water hurting them there, too.
Incorporeal undead cannot exist in an anti-magic field.

Scion: how do your "adamantium = antimagic" rules deal with this? Does adamantium armor add its bonus against incorporeal touch attacks?
 

James McMurray said:
Scion: how do your "adamantium = antimagic" rules deal with this? Does adamantium armor add its bonus against incorporeal touch attacks?

adamantium surpresses magic, enough generates something like a negation field. Where does it state that incorporeal undead cannot exist in an antimagic field? I only have the srd right now and dont have enough time to look through it :(

If it is true, and if I leave it that way, then at most it would probably allow the armor bonus to work vs the undeads touch attack. Quick and easy, I like it ;)

Edit: Found it. I will stick by the 'armor bonus still counting' and run with that ;)
 
Last edited:

First off, Adamantine does not repel magic at al, it's simply an extremely hard metal. In earlier editions it gave the wearer/user an enhancement bonus to attack and damage rolls and AC that even existed in an antimagic field, but that's because it's so extraordinarily hard and sharp- not because it supresses magic. Now, they simply give the wearer/wielder damage reduction or bypass hardness.

Second, just because something affects incorporeal undead doesn't mean it has to be magical. There's an alchemical substance in the Arms and Equipment guide that can be applied to a weapon, that allows that weapon to affect undead for a certain number of rounds without the normal 50% miss chance. Again, it's alchemical, not magical.

Third, there ARE Lawful and Chaotic waters- they're in the Arms and Equipment guide. They don't really say what effects they have on undead, but I'd assume Lawful waters would do the same thing, considering the majority of undead are naturally Chaotic Evil.
 

UltimaGabe: The antimagic nature of adamantine is a house rule of Scion's.

Alchemy is a skill, but its askill that requires spellcasting ability to use. It could very well be considered magical. Either way though, the rules are vague, o why bother arguing about it? What works for the game you are in is the answer you should go with. :)
 

James McMurray said:
UltimaGabe: The antimagic nature of adamantine is a house rule of Scion's.

Alchemy is a skill, but its askill that requires spellcasting ability to use. It could very well be considered magical. Either way though, the rules are vague, o why bother arguing about it? What works for the game you are in is the answer you should go with. :)

1. Ah. Just kidding. :p

2. Although alchemy requires spellcasting ability to learn, it is not a spell, nor does it perfectly duplicate the effects of spells. Alchemy is never supressed in an antimagic field (Tindertwigs will always light, Sunrods will always glow, and tanglefoot bags will never stop entangling), and is never considered magical. It's a strange and unusual field of study, but not magical.
 

Into the Woods

Remove ads

Top