09-25-2016, 03:15 AM | #1 |
Join Date: Jul 2015
Location: England
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Warp and Mana Sensitive
I've tried to search for the answer to this according to RAW, but haven't managed to come up with anything.
If I add the "Magical" limitation to Warp, that means that the ability won't work in no-mana areas (and gets a penalty in low-mana). But what does this mean for abilities which cross long distances like Warp? I'm assuming that you need mana at the place you invoke the Warp power (your original location), but do you also need mana to be present at your destination? Do you also need mana in the region between the two points? I can't remember seeing a RAW ruling about this, am I missing something or is this more of a worldbuilding decision for the GM based on how teleportation works in that particular world? Thanks! |
09-25-2016, 03:47 AM | #2 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Warp and Mana Sensitive
Far as I know you treat your current location for ambient energy like no mana - so you can teleport into a dead zone...but not out. This is how it works in Banestorm which is a "quantum sargasso" - you can get in, but not out.
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09-25-2016, 04:01 AM | #3 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Warp and Mana Sensitive
http://forums.sjgames.com/showthread.php?t=83296
I don't have my books with me but if this is 4e, the quote seem to imply that by default you can teleport in a NMZ but not from. |
09-25-2016, 04:36 AM | #4 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Warp and Mana Sensitive
I don't like this interpretation because it means you can't hide from a wizard in a no-mana zone. As long as he's outside it, he can still telecast spells at you.
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09-25-2016, 08:35 AM | #5 |
Join Date: Jul 2015
Location: England
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Re: Warp and Mana Sensitive
Thanks everyone, it didn't occur to me to check the spell descriptions in Magic!
I think the ability to teleport yourself to somewhere you can't teleport out of roughly balances the fact that you can't protect yourself from teleporting assassins by hiding in a no-mana zone. Thanks! |
09-25-2016, 09:08 AM | #6 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Warp and Mana Sensitive
Nope, spells fizzle when trying to affect things in an NMZ. Warp is cast at the mage's current location, and basically throws them through the aether to another location. The look on their face would be priceless when they realize they just dropped themselves into an NMZ.
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09-25-2016, 10:51 AM | #7 |
Join Date: Dec 2007
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Re: Warp and Mana Sensitive
...how would he find you? Apart from that, the spells still would stop working when they entered the NMZ. It's just that for Teleport, "stopping working" still leaves you there.
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09-25-2016, 12:25 PM | #8 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Warp and Mana Sensitive
I think missile spells may still work as they're physical objects lobbed at a target. So they could affect someone in a No Mana zone, but only if the mage could throw that far from their mana present location.
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09-25-2016, 12:34 PM | #9 |
Join Date: Dec 2007
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Re: Warp and Mana Sensitive
Yes, they still work because the spell created and propelled something that was not in itself magical.
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09-25-2016, 12:38 PM | #10 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Warp and Mana Sensitive
Even though a fireball that impacts and burns a person yet is not someTHING on fire is still kinda magical.
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