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On anti-magic zone
#1
For those of you familiar with World of Warcraft: The Roleplaying Game anti magic zone is listed as an, I believe 8th level mage spell. My question does not pertain to who can cast it but how. Would it be possible for multiple mages to maintain a very small area of complete anti magic for a little while?

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#2
I'd assume so, and I'd assume they'd need some kind of runes since DK's can use this ability as well. But that's just my hypothesis.
The Family Tree

TheBook of ThePharaoh

Pharaoh's Colosseum

The Four Suns Inn

"What are we, as role-players, if not authors in real time?" - MrBubbles

"I've always treated Role-play as Collaborative Writing. Co-authoring the stories of your characters, alongside other people." - Flammos200
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#3
Well, in the RPG, priests and mages can use AMZ as well (I believe, I don't have the book next to me). So I don't think they need the runes.
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#4
I think the fundamental difference was that they are all cast using different methods as pharaoh pointed out. Just wondering really if having multiple casters can negate the penalty and create somewhat of an AMZ.

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#5
I brought up the runes because of the fact that they can be set. And have less strain on the caster. IF you set runes up to help you cast a spell maybe you could set up a barrier, and have the mages empower the runes instead of constantly cast the spell. If you get 5 mages or priests to cast that ability I see them becoming fatigued within hours.

But if they set runes, and alternate keeping the runes functionality it seems to me that that method would have the barrier up much longer with less direct fatigue on each caster.
The Family Tree

TheBook of ThePharaoh

Pharaoh's Colosseum

The Four Suns Inn

"What are we, as role-players, if not authors in real time?" - MrBubbles

"I've always treated Role-play as Collaborative Writing. Co-authoring the stories of your characters, alongside other people." - Flammos200
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#6
Ah, my apologies, I thought you were alluding to the DK resource.
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#7
Ah I see what you mean, so in your opinion, if a Dk, priest, and mage took turns keeping the rune empowered how long do you think they could go?

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#8
ThePharaoh Wrote:I brought up the runes because of the fact that they can be set. And have less strain on the caster. IF you set runes up to help you cast a spell maybe you could set up a barrier, and have the mages empower the runes instead of constantly cast the spell. If you get 5 mages or priests to cast that ability I see them becoming fatigued within hours.

But if they set runes, and alternate keeping the runes functionality it seems to me that that method would have the barrier up much longer with less direct fatigue on each caster.

The rune thing is taking you to runemaster territory. :o
[Image: Ml7sNnX.gif]
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#9
Well runes are known by a lot of people, inscribers and deathknights come to mind right away.

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#10
Runemaster I believe has much more powerful runes that will last, not ones you need to empower or something to that affect. Got to read up on it.
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#11
In my opinion which Admittedly I'm not the best person to answer this question. But How I'd do it would depend on varables.

How skillfully and knowledgeable the person who made the rune was.

How much magic was instilled into the initial creation of the rune.

The size of the area. ( room, stadium, person )

Number of people empowering rune, and how often they rotated.

I think depending on what they are trying to do, and who does it, it could last from 3 minutes to indefinitely. May want to ask a GM though before you incorporate it though.
The Family Tree

TheBook of ThePharaoh

Pharaoh's Colosseum

The Four Suns Inn

"What are we, as role-players, if not authors in real time?" - MrBubbles

"I've always treated Role-play as Collaborative Writing. Co-authoring the stories of your characters, alongside other people." - Flammos200
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#12
Thanks Pharaoh, that being said can a gm comment on this please?

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#13
Quote:Level: Clr 8, Arcanist 6
Components: Verbal, Somatic, M/DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the caster
Duration: 10 min./level
Saving Throw: None
Spell Resistance: See text

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Medivh's Disjunction might.

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 (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Arcane Material Component
A pinch of powdered iron or iron filings.

As seen in the Warcraft RPG book. ^
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#14
^^ Many thanks, wish I had access to the detailed spell lists. I'd say that description and requirements more than significantly answers my question.

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#15
http://thepiratebay.org/torrent/3673631

This torrent contains a good sum of the WoWRPG books if you need them.

The 'Warcraft RPG - Core Book' is the one with all your general Spellcaster (Mage, Warlock, Druid, Shaman) spells. But sadly, I'm missing the 'Shadow and Light' book in this torrent which gives an add-on of spells.
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