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"Initiate of Mystra" Questions
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<blockquote data-quote="Jackinthegreen" data-source="post: 5707336" data-attributes="member: 6678119"><p>My interpretation of "<span style="color: Olive">If the check is successful, your spell functions normally<span style="color: White">" is that "function normally" means it can ignore the effect of the dead/antimagic zone. The normal function of a spell is to work, is it not?</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">As for the bit of "</span></span><span style="color: Olive">You can attempt to cast spells...<span style="color: White">" I'm inclined to believe the author(s) meant "attempt" in the sense of "you can fail trying to do this."</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">The act of casting a spell is, in my eyes, not necessarily magical. Having the knowledge of what to do to get certain effects, magical or otherwise, is at best an extraordinary ability. Being in an AMF doesn't prevent the character from doing certain actions, but it does prevent those actions from triggering the intended spell.</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">An example would be the reserve feat to gain a mini fireball. Its somatic component might be snapping one's fingers a certain way and its verbal might simply be saying "Agi." Does an AMF prevent anyone from snapping like that or speaking that word? Not in my eyes. Does it prevent the magic from happening though? Yes. Does it waste the action trying to make it work? Yes.</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">As far as balance goes... I commend you on trying to balance things in a game, but I'm sure you know that balance within the 3.x rules was completely shot. The way I'd personally handle questionably awesome and overpowered tactics is chat with the group and try to come to a gentleman's agreement on what is allowed, what's not allowed, and what if anything should be changed.</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">This talk of AMF reminds me of the Antimagic Field trap though, and how it can be concluded to be portable. That reminds me of how 3.x doesn't have any bear trap rules.</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 5707336, member: 6678119"] My interpretation of "[COLOR=Olive]If the check is successful, your spell functions normally[COLOR=White]" is that "function normally" means it can ignore the effect of the dead/antimagic zone. The normal function of a spell is to work, is it not? As for the bit of "[/COLOR][/COLOR][COLOR=Olive]You can attempt to cast spells...[COLOR=White]" I'm inclined to believe the author(s) meant "attempt" in the sense of "you can fail trying to do this." The act of casting a spell is, in my eyes, not necessarily magical. Having the knowledge of what to do to get certain effects, magical or otherwise, is at best an extraordinary ability. Being in an AMF doesn't prevent the character from doing certain actions, but it does prevent those actions from triggering the intended spell. An example would be the reserve feat to gain a mini fireball. Its somatic component might be snapping one's fingers a certain way and its verbal might simply be saying "Agi." Does an AMF prevent anyone from snapping like that or speaking that word? Not in my eyes. Does it prevent the magic from happening though? Yes. Does it waste the action trying to make it work? Yes. As far as balance goes... I commend you on trying to balance things in a game, but I'm sure you know that balance within the 3.x rules was completely shot. The way I'd personally handle questionably awesome and overpowered tactics is chat with the group and try to come to a gentleman's agreement on what is allowed, what's not allowed, and what if anything should be changed. This talk of AMF reminds me of the Antimagic Field trap though, and how it can be concluded to be portable. That reminds me of how 3.x doesn't have any bear trap rules. [/COLOR][/COLOR] [/QUOTE]
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