What are the effects of a dead magic zone?


Rules Questions

Liberty's Edge

The only text I have found in the campaign books are variations of this:

Quote:
While there are pockets in the Mana Wastes where magic obeys the normal laws or even ceases to function at all, primal magic prevails across most of the region.

Apparently "dead magic zone" isn't defined at all (or I have missed the definition).

It can't be simply "like an Antimagic Field" as it has this text:
"Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this." so several magics work within it.

There are a lot of big questions about the dead magic areas:
- it affect only the act of casting spells, using SLA and supernatural abilities?
- or it affect ongoing spells or effects?
- it affect permanent magic items?
- or only the items effects that extend out of the item (so a sword magic enhancement work, but a wand of fireball don't work)?
- animate objects and constructs are affected by the lack of magic?
and so on.

While most of the answer seem straightforward, probably 10 GM will give at least 5 different combinations of replies.


The dead magic planar trait is probably what was meant.

Dead Magic wrote:
These planes have no magic at all. A plane with the dead magic trait functions in all respects like an antimagic field spell. Divination spells cannot detect subjects within a dead magic plane, nor can a spellcaster use teleport or another spell to move in or out. The only exception to the “no magic” rule is permanent planar portals, which still function normally.

I don't think there's a contradiction between a dead magic plane/zone and Antimagic becuase of the spells that are exempt. An AMF doesn't shut down those spells if they already exists and you overlay an AMF, but you can't actually cast them in an AMF.

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