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An anti-magic field is a spell or magical effect that nullifies or suppresses the use of magic within its area of effect. It is commonly employed as a defensive measure or to counteract the abilities of magic-users. The main purpose of an anti-magic field is to create an area where magic cannot be used, rendering spells and magical enchantments ineffective. In fictional settings, such as in fantasy literature or role-playing games, anti-magic fields are often found in dungeons, castles, or other locations where magic is perceived as a threat. These fields can be created through the use of special artifacts, spells, or runes. The effect of an anti-magic field can vary, ranging from completely nullifying all magic within its boundaries to simply reducing the potency or range of magical spells.



Wind Lash
Clr 3, Drd 3
Transmutation, Evocation
Casting Time: 1 action
Components: V, S, DF
Range: Close
Area of Effect: Personal
Duration: 1 round/level
Saving Throw: None
SR: Yes

In any round in which the wind lash successfully struck, the target had to make a Dexterity check DC 15 or be hurled to the ground, taking an additional 1 point of damage. Wind Lash Clr 3, Drd 3 Transmutation, Evocation Casting Time 1 action Components V, S, DF Range Close Area of Effect Personal Duration 1 round level Saving Throw None SR Yes.

Netherol empire kf magoc

The effect of an anti-magic field can vary, ranging from completely nullifying all magic within its boundaries to simply reducing the potency or range of magical spells. The presence of an anti-magic field can have a significant impact on combat and strategy. Magic-users, who rely heavily on their spells for offense or defense, are severely handicapped within the field.

Netherol empire kf magoc

"Finally, without warning or preamble, Larloch, the Shadow King, revealed the secret past of Netheril." Netheril: The Empire of Magic

So begins the first book in the Netheril boxed set, so begins the Netheril story. The Netheril Empire was located where the Anauroch -- that strange desert in the other wise green and frequently frosty north -- is now located in the modern period of the Forgotten Realms setting. In many ways, the desert is the scorch mark they left when their empire fell. The boxed set was published several years ago and was the first of the Arcane Age supplements. All told it is interesting and despite a few errors worth the money.

"The year 326 marked one of the most important dates in Netheril's history � the discovery of the nether scrolls." Netheril: The Empire of Magic

The boxed set contains two books and two maps, with the two books totaling about 158 pages. Each map is printed on both sides. The first shows Netheril at its height on one side and its frontier on the other � the frontier is Savage North in the current setting. The second map shows Netheril shortly before its collapse, illustrating a stark change as much of its lands have turned to desert. The reverse of the second maps illustrates the Karsus enclave. The first book is "The Winds of Netheril," which details the history of Netheril, offering campaign suggestion and parameters as well as a list of when spells where created. It also describes equipment available, the gods of the period and a list of important cities and locations in the Netheril Empire. Finally, it includes a detailed look at the Karsus enclave and a list and description of important people through the history of Netheril. The second book, the "Encyclopedia Arcana," details magic items unique to Netheril and a list of Netheres spells, such as "Karsus' Avatar": a spell that allowed a mage to become a god.

"This spell allowed the caster to become a god of his choosing, replacing a current with himself the moment the spell was completed." Netheril: The Empire of Magic

However it was not a good idea for Karsus to cast the spell because he choose Mystryl -- the goddess of magic at the time. In so doing he pretty much turned off all of magic for about and hour and a half. This caused all the floating Netheril cities -- the enclaves created and run by 20+ level mages -- to pile drive into the ground, old mages to turn to dust and all sort of trouble all over the place. Mystra � the next goddess of magic � came to power and rewrote all the rules so that could not happen again, basically setting up 1st edition until the Time of Trouble, when 2nd edition came about. Thematically the boxed set is very interesting. It portrays a human society that lasted more than 3,000 years and had its own flavor and so forth. The magic is interesting and the notion of a culture with many floating cities is truly fantastic. After reading the set it does feel like it is something of a sadness to have lost such a nation and people.

"As his body fell, his stony eyes, still shimmering with the last glint of godly omniscience, caught a glimpse of the cities of Netheril smashing to the ground, killing all their inhabitants. His heart broke � greed for the power of the gods themselves caused the destruction of his home, his family, his friends, and his people." Netheril: The Empire of Magic

Of course, the set is backwards engineered to fit into the current Forgotten Realms setting so the empire had to fall down and go boom. That aside, slade and Butler did a good job with the set. In many ways it is reminiscent of the stories of Atlantis � an ancient empire of humanity the rose to a great height but fell when they tinkered poorly with ultimate power. Likewise there is a subtle message about a people who were used to having everything handed to them and who were not able to survive on their own without everything being handed to them. Perhaps this message is why the set has gotten bad reviews elsewhere: gamers do not like games with a message or stories with a moral. They just want to kill thing and only want DM's around to facilitate their ability to do so. Be that as it may, the set is good because it portray a setting that is truly fantastic � great floating cities, magic that provides everyday household needs, strange non-human shaped beings and so forth. In many ways, most supplements and novels just feel like a day at a Ren-Fair where they have a modest laser-lights show budget. Much of "fantasy" in the Realms is no longer so fantastic. This boxed set bring the fantastic back. The set does have its faults. First among these are editorial errors, like in one place where "fate" is misspelled as "fat." These are mostly amusing until the history and time line sections where they become confusing. In addition, the scope of the history of Netheril poses some problems as well. In 3,000+ years, it only filled a space about the size on the Anauroch, rather than a territory much larger. In this 3,000+ year period there were never any major wars to speak of and little to no description of how Netheril dealt with other major world powers like Calimshan, Unther, Mulhorandi and what have you. Granted there was space limitations, but by comparison, "Cormanthyr: Empire of Elves" did a much better job in the history department. This should not stop you from picking up a copy, however. In the end, this boxed set has been unfairly disparaged and is worth picking for the way it details a truly fanatic and interesting setting.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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This new campaign expansion details everything a Dungeon Master needs to establish an exciting campaign in the magic-rich kingdom of Netheril. Inside you'll find:
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In contrast, non-magic users or warriors who rely on physical strength and skill may gain an advantage. However, an anti-magic field is not without its limitations and drawbacks. It is usually confined to a specific area and does not affect magic beyond its boundaries. Additionally, powerful magic users may be able to overcome or bypass the field through the use of special spells or magical artifacts. Anti-magic fields can also play a role in storytelling, serving as a source of conflict or mystery. Characters who possess magic or rely on its use may find themselves challenged or forced to seek alternative methods to achieve their goals. The existence of an anti-magic field can also raise questions about the nature of magic and its place within a fictional world. In conclusion, an anti-magic field is a spell or effect that nullifies or suppresses the use of magic within a designated area. It serves as a defensive measure or countermeasure against magic-users and can impact combat and strategy. Its limitations and implications can add depth to a fictional setting or storyline..

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witch house museum salem

witch house museum salem

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