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@Matthew Downie
Thank you for the response.
To clarify, it's not that everything with explode, just that the enchantment will be released. The effect could be entirely benign or simply graphic, or this.
Party is lvl6. With a stupid CON lvl4 dwarf monk. This was meant to be somewhere between very painful and lethal. Partly to deter future mindless smashing and also to take advantage of a potentially stressful situation. The actual enemy threat was ended so the damage was recoverable.
The Paladin, who to his credit does not play his character lawful stupid, had a moment of stupid and decided that it was used by evil people so it needed to die.
The party also recently completed a trial through a temple of flame and all contain some minor amount of fire resistance.
I like the crit idea.

@Dave Justus
Thank you for your response.
I'm not entirely certain what you mean by off the reservation, or how to take it. I immediately think AWOL and want to get defensive.
You're right, there is no rule for resisting an anti-magic field, but my players are accustomed, due to conversation and understanding at outset of campaign, to rule serving narrative not subjugating it.
You may be right about miles being too severe, though the complication of separation isn't horrible. My group enjoys one on one sessions. But I will reconsider. Even at 5× the strength, the dweamor wouldn't even reach a mile.
I wanted there to be a chance of a permanent affect simply because of the player's reactions to the situation.
The description was a coruscating wall of purple flame roiling out from the sundered portal,matched in intensity only by its brevity as it folded back in on itself. The anti-magic field seeming to swallow the effects like flame pushed into vacuum. After the damage was dealt and 3 of the 4 party members failed the fort save, only the monk was left on the mill roof, alone in silence. The bodies of the slain bandits and forms of his companions vanished, scattered into the aether.
Every player at the table was standing with huge smiles. Laughs, a slow clap, and "whoooaa".
Because this was such a moment for them, I wanted a chance at some lasting effect. 1 player rolled 99 on the d100, ironically the Paladin who caused the whole thing!

Thank you for your time.


Well met!
I am a rather new DM, only having run this one game. Now, this game just passed its 1 year anniversary, but still, 1 game, 1 group.

In my campaign magic items require totemic components to create and also expulse energy when destroyed, a la staff of power but scaled to the potency of the item, though the players have just broken their first enchanted item and I don't know if they'll try to make this a thing.

Anyway, upon ousting and forcing into retreat a group which had taken over a major mill, the entirety of which is protected by an anti-magic field, they come across a free standing stone arch and door that the remaining bandits used to escape. The doorway basically contains a dimension door enchantment able to function briefly within the anti field.

The Paladin shouts, "EEEEEEEVIIL" and attacks the portal. Nat 20, max damage, Smite just in case.

Sparks from the blow catch the mill powder on fire doing last damage to portal, portal explodes sending out a coruscating wall of purple flame dealing 5d12 fire damage followed by a dc20 fortitude save to resist the unbound teleportation magic.

Those who failed I had roll 2 d100's. 1 to see if they are affected permanently in some way, 1 to see how many miles from the epicentre they are teleported.

My questions are twofold.
1 as a new DM looking always to improve, does this series of action/ consequence feel fair and intuitive to you?

2. What sort of interesting permanent affect can I give/ impose on the player? It must be based on, or at least related to, Dimension Door.

Thank you for your time :-)


Honestly not sure how it'll pan out. Our only dedicated caster is a sorcerer who doesn't focus on fireball. So far the whole table has enjoyed the system as casters, even doing touch attacks, can fail too.

As stated though, not a lot of pure aoe spells testing the system right now.

It may be the large fire elemental slamming itself for the kill that has the players thinking fondly of the system.


Our table has an inelegant but simple system.

On a Nat 1, you roll a d4. 1 is a miss, 2 you drop your weapon, 3 hits an ally, 4 hits yourself. The friendly fire is always minimum damage and contextual. Spells or unarmed or natural attacks "dropping" mean that next turn you need your spend your move "reorienting" yourself, which provokes an aoo just like picking up a dropped weapon.
This system applies to any targetted attack, spell or otherwise.

Our table has stated that we all enjoy this system. The battlefield is chaotic and fluid and there should exist the same possibility for bane as boon.


Our table has an inelegant but simple system.

On a Nat 1, you roll a d4. 1 is a miss, 2 you drop your weapon, 3 hits an ally, 4 hits yourself. The friendly fire is always minimum damage and contextual. Spells or unarmed or natural attacks "dropping" mean that next turn you need your spend your move "reorienting" yourself, which provokes an aoo just like picking up a dropped weapon.
This system applies to any regretted attack, spell or otherwise.

Our table has stated that we all enjoy this system. The battlefield is chaotic and fluid and there should exist the same possibility for bane as boon.