Clarification on Zhentarium superpowers

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Layla0340
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Joined: Sun Oct 27, 2013 11:32 am

Clarification on Zhentarium superpowers

Unread post by Layla0340 »

Hello DMs,
I was hoping for clarification on Zhentarium super powers.

I have been told the Zhentarium possess the following powers:

Magic that stops all other magic, spell like abilities, transformations, and supernatural effects.

Magic that stops responding to sending. This claim said it was DM granted.

Anti-Transport magic that stops teleport, plant walk, all other forms of transport, and cannot be dispelled by Mords.

Could I get public clarification on which of these god powers are real? If they are real can I get them to? I am sure I could come up with some lore justifications with some hand waving.
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c2k
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Re: Clarification on Zhentarium superpowers

Unread post by c2k »

Layla0340 wrote:
Anti-Transport magic that stops teleport, plant walk, all other forms of transport, and cannot be dispelled by Mords.
I can respond to this only, but guild halls in general have this defense,and it should be a mechanical defense, meaning you shouldn't be able to do it if you tried.


I can't comment on the other superpowers though.
mireigi
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Re: Clarification on Zhentarium superpowers

Unread post by mireigi »

Magic that stops all other magic, spell like abilities, transformations, and supernatural effects.
  • Anti Magic Zone
    • While you're in it, all your magic is suppressed until you leave. Any magic entering it from the outside fizzles. No magic casting possible inside the zone. Magical creatures or creatures held together/alive by magic will die upon entering the zone. Affects both allies and enemies the same way.
  • Null Magic Zone
    • Same as the Anti Magic Zone, except all magic on you isn't just suppressed, it is completely stripped from you.
Magic that stops responding to sending. This claim said it was DM granted.
  • See above
    • Although in effect this would also prevent the sending, which is magical, from reaching you.
  • Geas or Quest
    • Spells that can be used to force you into doing whatever the caster wishes you to do. You can try to fight it, but it will cause you considerable pain or even death to do so, something which you might not have the strength for if you're already imprisoned and/or have been tortured.
Anti-Transport magic that stops teleport, plant walk, all other forms of transport, and cannot be dispelled by Mords.
  • See above
  • Dimensional Lock
    • Can only be dispelled by casting a Mords on the exact same spot the Dimensional Lock was cast. If you're off by as little as a foot, it won't dispel it. Similar to a Freedom spell used to dispel Imprisonment. Usually it is cast at a target location and something is built on top of it to prevent any dispelling.
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Hitman Hard
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Re: Clarification on Zhentarium superpowers

Unread post by Hitman Hard »

Layla0340 wrote:Hello DMs,
Could I get public clarification on which of these god powers are real? If they are real can I get them to? I am sure I could come up with some lore justifications with some hand waving.
It is not a matter of hand-waving but what your character can realistically attain. If this is a goal it won't be so easy to accomplish. The whole issue is lore accountability, player accountability, and DMs respecting that to avoid detrimental, unjust consequences.
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Endelyon
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Re: Clarification on Zhentarium superpowers

Unread post by Endelyon »

Posting a thread like this publicly is fairly pointless and silly. Members of the Zhentarim have no special powers that your PC couldn't have access to as well. You should have done what the DMs told you last time, and sent your questions/concerns directly to the DM team.
Caleb
Posts: 335
Joined: Sat Sep 08, 2012 2:25 pm

Re: Clarification on Zhentarium superpowers

Unread post by Caleb »

Layla0340 wrote:Hello DMs,
Magic that stops responding to sending. This claim said it was DM granted.
I believe you were already told by the DMs to contact the DMs about this in an earlier post. I suggest you do that for pretty much all the the things you want clarified.
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Vukodlak
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Re: Clarification on Zhentarium superpowers

Unread post by Vukodlak »

The way you have chosen to structure and word your introductory post leads me to conclude that you are not actually interested in anything here other than trolling and/or venting some butthurt. For the record, as c2k and mireigi have sort of touched on, most of the "god powers" listed are common in guild halls and are not unique to the Zhentarim guild. Locked.
DM Narshe
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Re: Clarification on Zhentarium superpowers

Unread post by DM Narshe »

Most guild areas can be considered under permanent effects of Dimensional Lock. Some guilds are IC exceptions, but I won't detail which.

No guilds have Anti Magic (or Null Magic) areas with possible exception being holding/prisoner cells in some guilds.

Geas spells are not permitted to specific guilds only. They are a case-by-case scenario with DMs (being fully informed and giving their approval) and all involved player parties consenting.

Through the game mechanics, Dimensional Lock areas also prevent Sending spells. One can also assume that any Anti Magic areas prevent Sending as well.

Dimensional Lock prevents all forms of magical and supernatural transport that players have access to. Blood Walk, Plant Stride, Shadow Walk, Dimension Door, etc...

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