Voadam
Legend
Detect magic = always detecting magic in everything?Anti-magic field procs.
A divot is removed from the planet.
Detect magic = always detecting magic in everything?Anti-magic field procs.
A divot is removed from the planet.
Conceptually I like the idea that in a fantasy world the difference between magic and non-magic is somewhat nebulous. Like perhaps in a fantasy world storms and lighting are caused by unruly air elementals. But then again those elementals are natural and required part of the world. But yeah, there are certain rules elements that require some sort of clear delineation.Detect magic = always detecting magic in everything?
I prefer magic to be another part of nature, not a replacement and not an alien incursion.Conceptually I like the idea that in a fantasy world the difference between magic and non-magic is somewhat nebulous. Like perhaps in a fantasy world storms and lighting are caused by unruly air elementals. But then again those elementals are natural and required part of the world. But yeah, there are certain rules elements that require some sort of clear delineation.
Yeah, its an interesting question I guess. My response is basically "do what's cool." So Detect Magic works how it works, the mechanics represent outcomes that are normal and typically achievable. In a few cases the deeper 'reality' of the ubiquity of magic at some level might be the explanation for a complication. "Oh, you can't seem to detect magic here, you failed the check, the natural spirits seem quite disturbed and you can't see anything." So, one might conclude from all this that the signal you get from Detect Magic is always a bit noisy, but normally you will pick up overt, recent, or powerful, localized magical effects. Now and then the noise floor will be too high, and the information gathered will be limited/flawed/non-existent (depending on the exact power being used and rules details which may vary by edition).Conceptually I like the idea that in a fantasy world the difference between magic and non-magic is somewhat nebulous. Like perhaps in a fantasy world storms and lighting are caused by unruly air elementals. But then again those elementals are natural and required part of the world. But yeah, there are certain rules elements that require some sort of clear delineation.
Religion check, and if passed, the Fighter is a Cleric now.The fighter's friend is hurt, even dying. The fighter prays to the gods to heal their friend. How is this action resolved? If it's a Religion or similar sort of check, what's the DC?
IIRC there really is no 'anti-magic' in 4e is there? I think there are one or two instances of a power/effect that can negate the use of other powers or cancel a duration, but its not a very prevalent thing. There's no 'magic resistance' as such, for example. 5e hews closer to older editions in making more of a distinction. Honestly, I don't recall ever using anti-magic in my AD&D days, except once as a specific plot element, and then it was something for which there was a very clear and unique explanation (though I admit, one of the reasons for it was boning a certain player, but our play always did involve some friendly rivalry and joking gotchas and such).I prefer magic to be another part of nature, not a replacement and not an alien incursion.
That said, I would be overjoyed if the stupid concept of anti-magic as D&D understands it ceased to be forever.
Even dispel magic only gets rid of zones and conjurations, as I recall.IIRC there really is no 'anti-magic' in 4e is there? I think there are one or two instances of a power/effect that can negate the use of other powers or cancel a duration, but its not a very prevalent thing. There's no 'magic resistance' as such, for example. 5e hews closer to older editions in making more of a distinction. Honestly, I don't recall ever using anti-magic in my AD&D days, except once as a specific plot element, and then it was something for which there was a very clear and unique explanation (though I admit, one of the reasons for it was boning a certain player, but our play always did involve some friendly rivalry and joking gotchas and such).
I seem to remember there being dead magic zones in something, but it really did stop being a thing and it was wonderful.IIRC there really is no 'anti-magic' in 4e is there? I think there are one or two instances of a power/effect that can negate the use of other powers or cancel a duration, but its not a very prevalent thing. There's no 'magic resistance' as such, for example.
Well, I think overall the same basic debate ensues. The first issue IMHO is the higher bar for fictionally justifying it. Everyone is likely, in a god run world, to have SOME sort of relationship with the gods, and they have a history of healing magic, so there's a fairly ready-made fictional position there to exploit. What about this more 'arcane' sort of magic, which is generally getting explained as being a result of deep practice and theoretical and practical understanding of some sort of 'laws of magic'? It seems a LOT less easy to justify the notion that some random fighter, having nothing in her background to indicate otherwise, is sufficiently familiar with these laws as to provide them with a chance to replicate the casting of a complex level 3 spell.What would the DC be for a fighter to cast Fireball?