The Wonders of the Pheneerix Magic World: An Unforgettable Experience

By admin

Pheneerix Magic World is a fantasy role-playing game that allows players to immerse themselves in a magical world filled with adventure and intrigue. In this game, players take on the role of powerful wizards and witches, harnessing the forces of magic to overcome challenges and defeat enemies. The game is set in the fictional universe of Pheneerix, a vast and diverse world with rich lore and history. The world is populated by various magical creatures, including dragons, elves, and trolls, each with their own abilities and characteristics. Players can choose from a variety of character classes, each with its own unique set of spells and abilities. The gameplay of Pheneerix Magic World is focused on exploration, questing, and combat.


In my campaign, these sorts of spells and others are ubiquitous in any building that has been around more than a century or so.

Actually, beyond that, in my campaign any building that has been inhabited for a century or so tends to spontaneously create or attract one or more household spirits, which adds an additional line of defense - in some cases a quite powerful one depending on the age, stature, and heritage of the building. With magic being rare, I m sure these societies would have a vested interest in keeping magic in a positive public light, meaning they d work with police to suss out a criminal.

Defend your area magic user

The gameplay of Pheneerix Magic World is focused on exploration, questing, and combat. Players can explore the world, discovering hidden treasures, secret dungeons, and ancient ruins. Quests are an integral part of the game, with players undertaking various missions and tasks to earn rewards and advance the story.

Magical wards of a castle

In the world of D&D, non-magical protections only are not enough to protect people and secrets in an important building such as castle or house of parliament. Intruders and spies may use magical spells and items such as invisibility, scrying, teleporting, etc.

Assuming that is a castle or similar facility of a small city, what kind of magical warding should be typically used?

In such a city, several L7-L10 mages and L7-L12 Clerics would be living. And higher leveled ones may be hired for some special occasions.

Some I can think of are,

Permanenced Alarm spells in some important corridors and off-limit areas.
Hallow or Unhallow (depends on the alignment of the power center) with Invisibility Purge on the entire building.
Modenkainen's Private Sanctum on the council-chamber and/or some meeting rooms (Either Permanenced or used for a certain meeting).

log in or register to remove this ad

Celebrim

Legend

In the world of D&D, non-magical protections only are not enough to protect people and secrets in an important building such as castle or house of parliament. Intruders and spies may use magical spells and items such as invisibility, scrying, teleporting, etc.

Assuming that is a castle or similar facility of a small city, what kind of magical warding should be typically used?

You are correct.

Defenses against magical activity will be layered. The exact details depend on what you want to use in your campaign.

Non-magical Defenses:
Dogs - Creatures with the scent ability will 'watch' major entrances and be trained to respond to odors with no apparent source.
'Airlocks' - Corridors will regularly be broken by pairs of guarded doors.
Curtains - Curtains either of beads or cloth, sometimes with attached bells, cannot be easily traversed without setting them off. This allows a guard to observe an approaching invisible creature.
Lead Paneled Walls - In most versions of D&D, lead blocks attempts to scry through it. Important meeting rooms will have panels of lead and lead nails affixed to the walls underneath the visible wood or leather paneling.
Blood Mortared Concrete/Bricks - In some versions of D&D, blood or other potent living or once living ingredients block ethereal travel. If this is the case, important areas will be constructed with this defense. Of course, as a DM you are free to invent building materials with magical properties - exotic woods, exotic magical stones, imports from the outer planes gifted to rulers by extraplanar beings, etc.

Standard Magical Defenses
Alarms - Windows or other access points not meant for entry will have permanent alarm spells. These are not likely to be put in corridors, as corridors are meant to be traversed.
Magic Mouths - Magic mouths can give audible alarms when certain conditions are meet, such as shouting, "Foes! Foes in the North Corridor!" whenever someone passes an area with a drawn blade.
Glyph of Protection - Important access points can be secured with passwords which must be used, or powerful spells can be triggered.
Permanent Circles of Protection - Beds, thrones, and other places where a ruler is likely to spend a large amount of time defenseless or exposed will have inscribed circles of protection permanently enchanted around them, to prevent possession, enchantment, or attack by summoned or conjured creatures.
Permanent Dimension Locks - Likewise, bedchambers, garderobes, wardrobes, staterooms and so forth are likely to be enchanted so that you can't teleport in or out of them.

Also, the ones you thought of.

Improved Magical Defenses
Sticking to the SRD, doors and rooms can be enchanted as custom magical items with virtually any effect desired. This however is expensive. I prefer that my societies will develop cheaper alternatives in the form of permanent spells with lower costs in GP/XP. Some ideas:

Improved Magic Mouth: Permanent with a cost in line with continual flame or similar spells, and can be enhanced to include one standard sensory spell, such as 'detect undead' or 'detect invisible creatures' or 'detect illusions' or 'detect shapechangers'. These are used at important choke points such as gate houses, entrances to great halls, and entrances to the rulers chambers.
Improved Arcane Lock: As Arcane Lock but can be given a programmable bypass (opens if you say a password, if you wear or carry a certain device, etc.). There are likely to be panic rooms or safe rooms for the family that only open to those carrying a household crest or similar device.
Ward of Strength: Permanent and increases an objects hardness and hit points. Doors, window glass, and even whole walls are likely to be so treated in the ruler's inner sanctum. The exterior gates are also likely to be so treated.
Anti-Magic Screen: Provides a small transparent, insubstantial surface through which spells cannot be successfully targeted. Useful for placing over windows or arrow loops.
Ward Against Magic: Permanent and provides spell resistance to an object.
Ward Against Fire: Permanent and gives an object or area fire resistance and improved saving throws versus fire based attacks. Particularly common in libraries or studies or anywhere valuable inflammable items are kept.

In my campaign, these sorts of spells and others are ubiquitous in any building that has been around more than a century or so.

Actually, beyond that, in my campaign any building that has been inhabited for a century or so tends to spontaneously create or attract one or more household spirits, which adds an additional line of defense - in some cases a quite powerful one depending on the age, stature, and heritage of the building. To say nothing of the brownie that lives in the attic, a really powerful house hold spirit can use spells like bless, protection from evil, sanctuary and heroism to actively protect whomever it sees as the legitimate owner of the house, as well as actively use spells like hold portal or animate object on itself and if necessary even manifest and verbally warn its owners. So even a humble wooden cottage, if it has been continually occupied and maintained and loved by the same family of peasant farmers for 4 centuries, can become something of a fortress.

Non-magical Defenses:
Dogs - Creatures with the scent ability will 'watch' major entrances and be trained to respond to odors with no apparent source.
'Airlocks' - Corridors will regularly be broken by pairs of guarded doors.
Curtains - Curtains either of beads or cloth, sometimes with attached bells, cannot be easily traversed without setting them off. This allows a guard to observe an approaching invisible creature.
Lead Paneled Walls - In most versions of D&D, lead blocks attempts to scry through it. Important meeting rooms will have panels of lead and lead nails affixed to the walls underneath the visible wood or leather paneling.
Blood Mortared Concrete/Bricks - In some versions of D&D, blood or other potent living or once living ingredients block ethereal travel. If this is the case, important areas will be constructed with this defense. Of course, as a DM you are free to invent building materials with magical properties - exotic woods, exotic magical stones, imports from the outer planes gifted to rulers by extraplanar beings, etc.
Pheneerix magic world

Combat in the game is turn-based, with players using spells and abilities to defeat enemies. The game features a wide range of spells and abilities, allowing players to customize their characters and play styles. Players can also team up with other players in cooperative multiplayer mode, taking on challenges together and working as a team. The world of Pheneerix Magic World is brought to life through stunning visuals, immersive soundscapes, and detailed environments. The game features a rich and dynamic world, with day-night cycles, weather effects, and realistic physics. The game's graphics are highly detailed, with vibrant colors and stunning special effects. Pheneerix Magic World offers a deep and rewarding gaming experience for fans of fantasy and role-playing games. With its engaging story, challenging gameplay, and beautiful visuals, the game is sure to captivate players and keep them coming back for more. So, grab your staff and robes and prepare to enter the enchanting world of Pheneerix Magic World!.

Reviews for "The Magic of Pheneerix: A World Like No Other"

1. Alan - 2/5 stars - I was really disappointed with Pheneerix Magic World. The plot was confusing and felt disjointed, with too many subplots that added nothing to the overall story. The characters were also poorly developed and lacked depth, making it hard to care about what happened to them. The writing itself was average at best, with awkward dialogue and repetitive phrases. Overall, I found the book to be a tedious and unsatisfying read.
2. Sarah - 1/5 stars - I could not get into Pheneerix Magic World at all. The world-building was weak and inconsistent, with no clear rules or explanations for how the magic worked. The pacing was also off, with long stretches of nothing happening followed by sudden, chaotic action scenes. Additionally, the author relied too heavily on clichés and stereotypes, making the story feel unoriginal and uninspired. I struggled to finish this book and wouldn't recommend it to others.
3. Mark - 2/5 stars - Pheneerix Magic World had so much potential but ultimately fell flat for me. The concept of a magical world and secret societies was interesting, but it was poorly executed. The plot dragged on and lacked focus, making it hard to stay engaged. The characters were forgettable and their actions often seemed illogical or forced. The writing style was also subpar, with unnecessary descriptions and excessive use of passive voice. I wanted to like this book, but unfortunately, I found it to be underwhelming.
4. Lisa - 2/5 stars - I couldn't connect with Pheneerix Magic World. The story seemed aimless and lacked a clear direction, making it difficult to invest in the events or care about the outcome. The dialogue felt stilted and unnatural, making it hard to believe in the interactions between characters. The pacing was also inconsistent, with slow parts that dragged on and rushed explanations that left me confused. Overall, I found this book to be a disappointment and wouldn't recommend it.

The Phenomenal Creatures of the Pheneerix Magic World

A Glimpse into the Extraordinary Lands of the Pheneerix Magic World

We recommend