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Old 09-25-2016, 03:15 AM   #1
Crystalline_Entity
 
Join Date: Jul 2015
Location: England
Default 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!
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Old 09-25-2016, 03:47 AM   #2
Christopher R. Rice
 
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Default 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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Old 09-25-2016, 04:01 AM   #3
Celjabba
 
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Default 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.
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Old 09-25-2016, 04:36 AM   #4
Gef
 
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Default Re: Warp and Mana Sensitive

Quote:
Originally Posted by Ghostdancer View Post
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.
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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Old 09-25-2016, 08:35 AM   #5
Crystalline_Entity
 
Join Date: Jul 2015
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Default 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!
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Old 09-25-2016, 09:08 AM   #6
Nereidalbel
 
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Default Re: Warp and Mana Sensitive

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Originally Posted by Gef View Post
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.
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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Old 09-25-2016, 10:51 AM   #7
David Johnston2
 
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Default Re: Warp and Mana Sensitive

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Originally Posted by Gef View Post
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.
...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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Old 09-25-2016, 12:25 PM   #8
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Default 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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Old 09-25-2016, 12:34 PM   #9
David Johnston2
 
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Default Re: Warp and Mana Sensitive

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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.
Yes, they still work because the spell created and propelled something that was not in itself magical.
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Old 09-25-2016, 12:38 PM   #10
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Originally Posted by David Johnston2 View Post
Yes, they still work because the spell created and propelled something that was not in itself magical.
Even though a fireball that impacts and burns a person yet is not someTHING on fire is still kinda magical.
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