Understanding the limits of Anti-Magic Zones


Rules Discussion

Sczarni

I am running a zombie outbreak in the Smokeside of Alkenstar, which is a district of the city in a permanently anti-magic region. I want to make sure I understand the limits of this zone:

*Do weapon/armor runes work?

*Do teleportation spells from outside the region (like from the other side of the city or from another plane) work?

*Divination is explicitly pointed out as not working here

*Do magical beasts or creatures given locomotion/sentience due to magic get destroyed or crippled?

*Does "Change Shape" polymorph abilities work here? Would a werewolf become a human if they enter?

*Do Artifacts, which typically are beyond magic, work here?


Brofessor X wrote:
*Do magical beasts or creatures given locomotion/sentience due to magic get destroyed or crippled?

As a familiar, both of those options sound terrifying.


I have never been there, so I can't say for certain. You should probably check with the Powers that Be for that area of the world to verify.

I would suspect that this is some sort of artifact-induced permanent version of Antimagic Field. If so, this is my expected assessment:

* Weapon and Armor runes would still work since Antimagic Field specifically says that it does not interfere with those.

* Teleportation spells would not be able to deliver you into the area since the spell effects cannot penetrate into it.

* Magical beasts and magically created permanent creatures such as familiars would be fine, so no worries there Farien. Summoned creatures would not be, so I am less certain about Eidolon creatures. I expect that they would be fine too.

* I would expect that magical polymorph effects could not be used or triggered. If the effect is permanent, like that for Anadi or Kitsune, that they would have to remain in their current form. If instead it is a temporary polymorph effect like a battle form spell that the effect would be suppressed or end immediately.

* Artifacts are a complete mystery. I suppose it would depend on the item level of the artifact and the item level of the item creating the antimagic field.


Eoran wrote:
* Weapon and Armor runes would still work since Antimagic Field specifically says that it does not interfere with those.

I think you read that wrong. The runes are suppressed. The example that the spell gives is that a +3 longsword still functions as a stock-standard non-runed longsword.


Farien wrote:
I think you read that wrong.

Oh. Yes, I missed that detail since it is part of the same paragraph that says that you would be unaffected. That was the important part to me.


Brofessor X wrote:

I am running a zombie outbreak in the Smokeside of Alkenstar, which is a district of the city in a permanently anti-magic region. I want to make sure I understand the limits of this zone:

*Do weapon/armor runes work?

No they have magical traits on them. They do not work. The items they are on become normal weapons and armour - which still function OK.

Brofessor X wrote:


*Do teleportation spells from outside the region (like from the other side of the city or from another plane) work?

The anitmagic spells says Spells can't penetrate the area so that is a no.

Brofessor X wrote:


*Divination is explicitly pointed out as not working here

*Do magical beasts or creatures given locomotion/sentience due to magic get destroyed or crippled?

*Does "Change Shape" polymorph abilities work here? Would a werewolf become a human if they enter?

These are all clearly magical effects so they don''t work. Yes a polymorphed creature would revert to its normal form whatever that was.

Brofessor X wrote:
*Do Artifacts, which typically are beyond magic, work here?

They still wouldn't function as the rules stand. But really it depends on the artifact. Normally these are plot devices and the GM will just say no, or include it as an ability of the Artifact. So my answer is technically no, but in practice mostly yes.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I can just imagine Alkenstar being the place to guard dangerous dormant artifacts.

There's a campaign hook in there somewhere... :)


Assuming that it works like an antimagic field, spells fizzle out in the area, magic items lose their magical properties, and any ability with a tradition trait or the magical trait does not work. Summoned creatures fizzle out because they are a spell-they don't exist prior to the spell being cast and cease to exist once the spell ends. If a creature is magic or created using magic, anything it does works just fine unless it's a spell or has a tradition trait or the magical trait. A basilisk will not wink out of existence in an antimagic zone, but its petrifying gaze will not work. A dragon's flight is not a magical ability, so it can still fly, but if it has spells it can't cast them, and it will be unable to use its breath weapon. Take a look at the creature's statblock. If the ability is magical, it will either be listed as a spell or have a tradition trait or the magical trait. This applies to players, as well. Notably, this means that dragon and spirit instinct barbarians can't use their instinct ability in an antimagic zone, as their instinct ability gives the Rage action a tradition trait. The animal instinct's instinct ability Animal Rage replaces the Rage action entirely, so barbarians of that subclass can't Rage at all in an antimagic zone unless you rule otherwise.

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