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 dead magic??

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blade020877 Posted - 06 May 2013 : 21:18:21
i am wizard playing a game where i am on a dead magic island. i just read wish can repair 30 ft radius ( in a tough hard battle) but can i cast it in dead magic area it do i have to be out of the area??
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Ayrik Posted - 10 May 2013 : 22:03:56
Hmm, correct, but the Magic of Faerūn passage contradicts AD&D 2E Tome of Magic lore which states the first indicator a wizard has that he is within a dead-magic zone is the headaches and fizzles he gets whenever he tries casting spells. I suppose this is yet another DM/Author ruling based on preferred version of the lore, although authors will always side with current (most recent) canon.
Emma Drake Posted - 08 May 2013 : 20:59:57
quote:
Originally posted by Ayrik

Wizards cannot sense the "background" or ambient magic (or lack thereof) which suffuses the Realms, so I think detect magic would not either;



I don't think this is correct.

At least according to Magic of Faerūn: "Any creature that uses the Weave to cast spells or use spell-like or supernatural abilities becomes uneasy and uncomfortable immediately when entering a dead magic area, and may take a move-equivalent action to note the exact boundary of the area within 5 feet of their location. Users of the Shadow Weave do not feel the difference and cannot determine the borders of a dead magic area in this manner.
Any creature, whether a user of the Weave or Shadow Weave, can use a detect magic spell to determine the extent of a dead magic area within range (a Weave user would have to cast the spell outside the dead magic area)."
Kentinal Posted - 08 May 2013 : 03:11:03
quote:
Originally posted by Ayrik

Wizards cannot sense the "background" or ambient magic (or lack thereof) which suffuses the Realms, so I think detect magic would not either; it would only be useful for indicating the presence of active magic (spells or items) ... objects enchanted with light or continual light would serve better, at least because they don't require the wizard remain within a relatively short radius.

These magic anomaly zones sometimes have "blurred" or shifting boundaries. Many are also in motion, constantly or only in certain conditions, some (like the Helmlands, aka Pits of Mystra) are even attracted to magic and can reshape or move to envelope dweomers.



One of those websites offered the idea, however one can argue that scanning for magic and one encounters 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks that the spell caster knows vision of spell has been blocked, dead magic though indeed is a different barrier.

Though finding edge of a live zone and a dead zone clearly can be done by trying to cast any spell, mending for example. The spell would only work outside of the zone, and then the wish could be used (if zone did not change at all in a round).
Ayrik Posted - 08 May 2013 : 02:47:11
Wizards cannot sense the "background" or ambient magic (or lack thereof) which suffuses the Realms, so I think detect magic would not either; it would only be useful for indicating the presence of active magic (spells or items) ... objects enchanted with light or continual light would serve better, at least because they don't require the wizard remain within a relatively short radius.

These magic anomaly zones sometimes have "blurred" or shifting boundaries. Many are also in motion, constantly or only in certain conditions, some (like the Helmlands, aka Pits of Mystra) are even attracted to magic and can reshape or move to envelope dweomers.
Kentinal Posted - 08 May 2013 : 02:32:57
quote:
Originally posted by Emma Drake

You'd have to be outside of it, as others have said.

Is there something preventing you from swimming away from the island and then when you hit the edge of the dead magic area doing whatever it is you want/need to do?



Well might be able to raft out of the area. You tends to need stable surface to cast most spells.

Detect magic cast outside the zone can be used to determine how large the dead magic area is.
Emma Drake Posted - 08 May 2013 : 02:22:23
You'd have to be outside of it, as others have said.

Is there something preventing you from swimming away from the island and then when you hit the edge of the dead magic area doing whatever it is you want/need to do?
TBeholder Posted - 08 May 2013 : 01:11:45
There also were mentions of pushing a wild-magic area into dead magic so that they annihilate as a reliable (as long as wild magic won't mess up the casters first, that is) way to get rid of both, and perhaps something else.
Wooly Rupert Posted - 06 May 2013 : 22:39:35
Silver fire can also repair a dead magic area.
Ayrik Posted - 06 May 2013 : 22:30:56
Priests serving Mystra are unaffected by (most) dead magic and wild magic areas, and can sometimes cast arcane spells in place of their divine spells. Such a priest might be able to assist your wizard character.

Otherwise ... dead magic island? Sounds like a great place to open a seagoing thieves' guild or pirate base, unless such can already be found there.
Kentinal Posted - 06 May 2013 : 22:10:54
Well I found this offer
quote:
While no temporary repair of dead magic area is known, a wish or miracle spell permanently repairs the Weave within 30 feet of its point of origin (which must be outside the dead magic area, of course). A character with the Tenacious Magic feat must first make a caster level check (DC14) to repair a wild magic area, whether temporarily or permanently. Multiple spells must be used to repair larger areas. Theoretically, wish and miracle spells could be used to create a dead magic area, but none have come forward with evidence that this is so.
From a fan page Wiki.
sleyvas Posted - 06 May 2013 : 21:28:42
you would have to be out of the area, unless you have some ability that gives you the ability to cast within dead magic areas.

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