(though creatures able to innately see through illusions would be immune to it, as are mindless creatures).Ĭharm effects on the other hand directly affects the target's mind, rather then boosting the user's appearance as friends does, and is affected by magic resistance. The glamer affects the user, not the viewer and the viewer simply has a reaction to it, unrelated to the magic. Nature's Beauty is a glamor, and magic resistance doesn't work vs glamers. I'd say that a number of those spells use magic to 'get nature to do something', but the problems they create for the victims come from nature, where MR shouldn't apply. Nature's Beauty: See Charm Person/Mammal. MR shouldn't apply.ĭolorous Decay: This spell looks like it uses Magic to affect its victim. There's nothing magical about the Insects. Summon Insects: The Druid summons insects to harm the victim. There doesn't seem to be a natural method of holding the animal in this spell. I believe this should bypass MR.Ĭall Lightning: The lighting is generated naturally from the sky, it's not magically created from nowhere (like the Mage spell). I believe this should bypass MR.Ĭharm Person/Mammal: Causes the victim to become enamoured with the Druid. The victim is held via Nature - not Magic. Is it magic or nature though.let's have a look at the spells:Įntangle: Causes grasses, weeds, bushes, and even trees to wrap, twist, and entwine about the creatures, holding them. In any case, I suspect such a project would spark a whole new row of controversy because things are rarely clear-cut on this issue. I could envision a comprehensive reworking of how spells works, what's magical and what isn't, but that's something left for modders to figure out. While they could definitely use some oomph to make them more attractive to power-gamers, I think a blanket solution is not exactly the best. There are very few exceptions, like the above-mentioned Fire Shield, or Cloud Kill (and that one doesn't even always work, depending on what game/version you play).įrom a power-balance perspective, it would probably be way too good to have druid spells just completely bypass MR. most of them are simply considered "magic". For the sake of game complexity, I think spells have been unified in their effect a bit, i.e. The logic behind it seems weird and inconsistent. The same is true for other spells, like Cloud Kill: the cloud is called by magic, and kept from dissipating by magic, but the cloud itself is NOT magic - it's poison, and can affect creatures immune to magic (but not those immune to poison). A fireball is apparently magical, while a fire shield is comprised of actual, normal fire that's simply fueled and held in place by magic (hence why MR doesn't affect it). There is a lot of disparity in the community between what is actually magical, and what isn't for example, there seems to be "magical" fire, and just plain fire.
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