Danor and Malice Lands "Damaged Magic Zone"   Posted by The Watcher.Group: 0
The Watcher
 GM, 104 posts
Mon 28 Aug 2017
at 12:37
Danor and Malice Lands "Damaaged Magic Zone"
For the RAW, read page 38 of the Player's guide any time you have a question, then refer here for my DM ruling, then if there are still questions, ask here so everyone can see.

For convenience, here is the relevant portion from page 38 of the PG:

" Wild and Dead Magic.

Within Danor’s borders, magic quickly seeps away, a consequence of
the Great Malice, where the high elf goddess Srasama died five hundred
years ago. Magic item powers and enhancement bonuses function normally,
subject to GM adjudication, but spell-like abilities and spells cast
through the items do not.
A creature’s own innate magical powers still function, such as racial
spell-like and supernatural abilities. Class-based supernatural abilities
function as well, but a character cannot use spell-like abilities or cast
spells from his classes unless he has an appropriate magical focus, such
as a wizard’s bonded item or an associated familiar, to use as a conduit.
Most hats, cloaks, periapts, and similar items that enhance mental ability
scores are infused with enough energy to act as a focus, but over a period
of weeks or months, even their power fades entirely.
Since it is impossible to create magic items in Danor, almost no Danorans
study magic. The few mages there either traveled to other nations to
study or purchased magic items and spent exorbitantly to import tutors.
Just beyond Danor’s borders, in a broad swath hundreds of miles wide,
the fabric of magic is damaged but not destroyed. In these places, known
as the Malice Lands, whenever a character casts a spell they must make
a DC 14 Will save or be affected by a random spellblight (see the “Spellblights”
section in Chapter 2 of Pathfinder Roleplaying Game Ultimate Magic).
If you don’t have access to the spellblight rules, instead roll an unmodified
1d20 anytime a spell is cast. On a 1, a mishap occurs. A mishap is a
random magical event that usually results in the spell backfiring, manifesting
as a free-willed monster, or otherwise going dangerously awry."



For example, Mourn used his sword as a magical focus for the spell "detect magic," as that's usually what a magus does.

RAW specifically says that class abilities work, as long as a magical focus is used.  As Griff pointed out to me, it specifically says that spells cast through the items  do not work, which would contradict using items as a magical focus, which it explicitly states is how magic users continue to cast spells.  So, to resolve the paradox,  I interpret being unable to cast spells through items to mean "use magical device" doesn't work, to include spell casters activating magical item abilities.  Since the text specifically says item powers and bonuses function normally, I take that to mean that anything that is "on" stays on, but anything that has to be triggered cannot be turned on or off (I suppose it could be turned off if destroyed or dispelled).  I suspect they intentionally wrote this in a vague way that it could be "subject to GM adjudication."

Note that the "damaged Magic Zone" mentioned on page 38 is not as potent in Danor as it is in the Malice Lands.  As such, while in Danor, you cannot craft or activate magic items, but the spellblight rules are not currently in effect.  When you cross over into the Malice Lands, however, you will be subject to spellblight rules.  Anytime you cast a spell or activate a spell-like ability in the Malice Lands, you make a DC 14 will save.  If you fail, roll for a minor spellblight.  If you fail by 10 or more, roll a major spellblight.  Critical failure (Nat 1) results in a roll from the  major spellblight list regardless of passive bonus, and additionally the spell fumbles.

Spellblight Rules: http://paizo.com/pathfinderRPG...ic/spellblights.html

Spell Mishap Rules (Spell Fumble): http://www.d20pfsrd.com/magic/...rules/#Spell_Fumbles


Magic users need a focus, like how divine spell casters have always needed a relic or religious icon as a divine focus.  I didn't really emphasize this point, because its more of a flavor issue, I just assume that the magic users knew this in setting and found something suitable that would pass scrutiny by security inspection.  I suppose that I should point this out, since it makes magic users vulnerable to disarm.

That said, you can use a wand as a magical focus, you just can't activate the wand, scroll, etc, or magical potions (alchemical-based potions work fine as long as they are not extracts).

This message was last edited by the GM at 13:27, Mon 28 Aug 2017.

Dr. Rowan Strayts
 Alchemist, 7 posts
Mon 28 Aug 2017
at 13:42
Danor and Malice Lands "Damaaged Magic Zone"
The Player's Guide mentions "One noteworthy exception is the city-state of Orithea, which has managed to prosper in a small pocket of stable, albeit weakened magic." How do the rules work in that city? It it like Danor, where magic items cannot be crafted or used, but spells work normally? Or are there some other rules?
The Watcher
 GM, 105 posts
Mon 28 Aug 2017
at 22:28
Danor and Malice Lands "Damaaged Magic Zone"
So to answer Rowan's question, I got a hold of Ryan Nock, the guy who actually wrote the campaign (ENWorld forums are very active), and he explained to me that the Player's Guide ended up not matching chapter 4 on this point when they finally got around to writing it.

The "WOG" on this question is that Orithea is the same as the rest of the Malice Lands mechanically, but narratively society was able to form there nevertheless.

  http://tvtropes.org/pmwiki/pmwiki.php/Main/WordOfGod

This message was last edited by the GM at 22:35, Mon 28 Aug 2017.

Dr. Rowan Strayts
 Alchemist, 9 posts
Tue 29 Aug 2017
at 01:40
Danor and Malice Lands "Damaaged Magic Zone"
I did not expect you to actually get a hold of the writer to ask them about it, woah. Thanks for the clarification.