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<blockquote data-quote="Flamestrike" data-source="post: 7993627" data-attributes="member: 6788736"><p>So is 5E.</p><p></p><p>The rule is if the power or ability or effect expressly states it is magical, it's magical. If it doesnt, it's not.</p><p></p><p>It's also magical if it involves casting a spell, or uses spell slots to function (smites for example).</p><p></p><p>For example look at the Demi-lich. Most of its powers are magical (and thus dont work in its own antimagic field):</p><p></p><p>Take Howl for example:</p><p></p><p></p><p></p><p>Howl works just fine, and is <em>not </em>magical. It can be used in an AMF just fine. Contrast that ability with its dust swirling ability, and its energy drain ability:</p><p></p><p></p><p></p><p>The Demilich cant use those two abilities if it were to target itself (or find itself) inside its own AMF.</p><p></p><p>Those two abilities are magical, <em><u>because they say they are</u></em>. All creatures, abilities and effects in 5E follow this rule; magical things are magical only if they say they're magical. Expressly. If the word 'magical' is not in the text of the ability somewhere (and it's not allowing the casting of a spell, or powered by the use of spell slots) it is not magical.</p><p></p><p>This is an important rule to follow when youre designing stuff by the way. I actually have a few Battlemaster manoeuvres I homebrewed from ToB. I had to specify in the manoeuvre that they were magical. For example check out the following manouvers:</p><p></p><p style="margin-left: 20px"><strong>Burning Blade. </strong>When you hit a creature with a weapon attack, you can expend one superiority die to make your weapon burst into magical flame. You deal additional fire damage to the target equal to the roll of your superiority dice and the target must make a Dexterity saving throw. On a failed save, the target takes additional damage equal to the roll of a superiority die at the start of its next turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Clinging Shadow Strike.</strong> When you hit a creature with a weapon attack, you can expend one superiority die to attempt to blind your target. You add the superiority die to the attack’s damage roll, and the target must make a Dexterity saving throw. On a failed save, the target is blinded until the start of its next turn. A creature without eyes cannot be blinded by this manoeuvre.</p><p></p><p>Burning blade is magical, because it says it is. It wont work in an AMF. Clinging shadow strike is not magical (because it doesnt say it is) so it would work in an AMF. This was deliberate.</p><p></p><p>Note how also both manoeuvres were written to work with a 'weapon attack' meaning they work just fine with ranged weapons and unarmed strikes as well (there is a difference with the wording and effect of a 'melee weapon attack' or 'ranged weapon attack' and 'attack with a melee weapon' or 'attack with a ranged weapon').</p><p></p><p>For example, an unarmed strike is a melee weapon attack, but it's not an attack with a melee weapon. The above manoeuvres work with bows, unarmed strikes and swords as they are all weapon attacks.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7993627, member: 6788736"] So is 5E. The rule is if the power or ability or effect expressly states it is magical, it's magical. If it doesnt, it's not. It's also magical if it involves casting a spell, or uses spell slots to function (smites for example). For example look at the Demi-lich. Most of its powers are magical (and thus dont work in its own antimagic field): Take Howl for example: Howl works just fine, and is [I]not [/I]magical. It can be used in an AMF just fine. Contrast that ability with its dust swirling ability, and its energy drain ability: The Demilich cant use those two abilities if it were to target itself (or find itself) inside its own AMF. Those two abilities are magical, [I][U]because they say they are[/U][/I]. All creatures, abilities and effects in 5E follow this rule; magical things are magical only if they say they're magical. Expressly. If the word 'magical' is not in the text of the ability somewhere (and it's not allowing the casting of a spell, or powered by the use of spell slots) it is not magical. This is an important rule to follow when youre designing stuff by the way. I actually have a few Battlemaster manoeuvres I homebrewed from ToB. I had to specify in the manoeuvre that they were magical. For example check out the following manouvers: [INDENT][B]Burning Blade. [/B]When you hit a creature with a weapon attack, you can expend one superiority die to make your weapon burst into magical flame. You deal additional fire damage to the target equal to the roll of your superiority dice and the target must make a Dexterity saving throw. On a failed save, the target takes additional damage equal to the roll of a superiority die at the start of its next turn.[/INDENT] [INDENT][/INDENT] [INDENT][B]Clinging Shadow Strike.[/B] When you hit a creature with a weapon attack, you can expend one superiority die to attempt to blind your target. You add the superiority die to the attack’s damage roll, and the target must make a Dexterity saving throw. On a failed save, the target is blinded until the start of its next turn. A creature without eyes cannot be blinded by this manoeuvre.[/INDENT] Burning blade is magical, because it says it is. It wont work in an AMF. Clinging shadow strike is not magical (because it doesnt say it is) so it would work in an AMF. This was deliberate. Note how also both manoeuvres were written to work with a 'weapon attack' meaning they work just fine with ranged weapons and unarmed strikes as well (there is a difference with the wording and effect of a 'melee weapon attack' or 'ranged weapon attack' and 'attack with a melee weapon' or 'attack with a ranged weapon'). For example, an unarmed strike is a melee weapon attack, but it's not an attack with a melee weapon. The above manoeuvres work with bows, unarmed strikes and swords as they are all weapon attacks. [/QUOTE]
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