Is that "cure spells don't work in the mournland" approved by Keith Barker? [Archive] - Wizards Community

Post/Author/DateTimePost
6FootGnome

10-02-05, 03:17 PM
It seems odd that its in five nations as oppose to the ECS
Straylight

10-02-05, 03:22 PM
Check the last sentence of the "Government and Politics" section of the Mournlands entry in your ECS, page 188.

It's easy to miss, but it's there.
Just another user

10-02-05, 03:55 PM
Not only that, IIRC also "absolutely no form of healing works in the Mournland" is Approved by Keith Baker. It was a WotC decision to allow shortcuts to it to make it less harsh.
Straylight

10-02-05, 04:13 PM
That's a house rule, though. The "official" ruling on that one makes sense, at least a far as pocket dimensions are concerned. Technically, they aren't part of the Mournlands, so healing should work normally there.

Of course, opening pocket dimensions in the Mournlands presents an entirely different set of problems. Time and magic don't work right, which means I can come up with all sorts of other sadistic complications for my players. The Magic Rope (or whatever) might fail mid-duration, it might compress time in the area, it might get overcharged and tear a hole to Mabar or Dolurrh, it might attract every living spell in the area, or it might not function at all.

Whatever the case, I treat the Mournlands as an extremely dangerous and unstable environment where the only thing that you can really rely on to keep your alive is your wits -and even those can fail you when faced with the horrors the Mourning spawned. It isn't the world's largest dungeon; it's worse than that, being equal parts hell, battlefield, and fever-induced nightmare.

Even if the players can circumvent the dead-healing zone, that doesn't mean they're safe. They don't know what's going on outside of their little extradimensional fox hole, and there's something in here with them...
Just another user

10-02-05, 06:01 PM
That's a house rule, though. The "official" ruling on that one makes sense, at least a far as pocket dimensions are concerned. Technically, they aren't part of the Mournlands, so healing should work normally there.

Of course, opening pocket dimensions in the Mournlands presents an entirely different set of problems. Time and magic don't work right, which means I can come up with all sorts of other sadistic complications for my players.

[...]

Even if the players can circumvent the dead-healing zone, that doesn't mean they're safe. They don't know what's going on outside of their little extradimensional fox hole, and there's something in here with them...
But those are home rules, too.
Teron Gorefiend

10-02-05, 08:53 PM
But those are home rules, too.
Only in so far as having anything happen anywhere is a house rule. The books basically say "the Mournlands are messed up something awful and anything can happen there, especially when it comes to magic."
DoveArrow

10-02-05, 10:41 PM
And his name is not Keith Barker. It's Baker.
PoeticJustice

10-03-05, 01:13 AM
That's a house rule, though. The "official" ruling on that one makes sense, at least a far as pocket dimensions are concerned. Technically, they aren't part of the Mournlands, so healing should work normally there.

Of course, opening pocket dimensions in the Mournlands presents an entirely different set of problems. Time and magic don't work right, which means I can come up with all sorts of other sadistic complications for my players. The Magic Rope (or whatever) might fail mid-duration, it might compress time in the area, it might get overcharged and tear a hole to Mabar or Dolurrh, it might attract every living spell in the area, or it might not function at all.

Whatever the case, I treat the Mournlands as an extremely dangerous and unstable environment where the only thing that you can really rely on to keep your alive is your wits -and even those can fail you when faced with the horrors the Mourning spawned. It isn't the world's largest dungeon; it's worse than that, being equal parts hell, battlefield, and fever-induced nightmare.

Even if the players can circumvent the dead-healing zone, that doesn't mean they're safe. They don't know what's going on outside of their little extradimensional fox hole, and there's something in here with them...

Can I just say you're the coolest DM ever.
PC: Well, deedeedee...its a good thing I just healed all the way up. I was at death's door and the suc--ZOMG! Living Fireball! Living Fireball!
jknevitt

10-03-05, 01:49 AM
It depends if you keep calling him Keith Barker or not (it's Baker).
Dauntless

10-03-05, 02:56 AM
Interestingly, as Marked For Death reminds us, the paladin Lay on Hands works just fine however. Spells, spell-like, and natural healing don't work. Supernatural healing is just fine. :)
darkthought

10-04-05, 12:23 PM
Interestingly, as Marked For Death reminds us, the paladin Lay on Hands works just fine however. Spells, spell-like, and natural healing don't work. Supernatural healing is just fine. :)

Just so long as it's not part of the Healing class of spells. So the psionic ones will work as well.
Shadowlore

10-05-05, 02:14 AM
Just so long as it's not part of the Healing class of spells. So the psionic ones will work as well.

Not to mention Repair (Warforged).
Straylight

10-05-05, 02:51 AM
Can I just say you're the coolest DM ever.

Yes, you may.

PC: Well, deedeedee...its a good thing I just healed all the way up. I was at death's door and the suc--ZOMG! Living Fireball! Living Fireball!

Eeeexactly.
TheLoneCleric

10-05-05, 04:24 PM
No, no, it should be...

Anyway, good thing I had those potions in the portable hole...hehehehe...wha...hohohoh... HAHAHAHAHA! Gods DAMN...titter...IT! Living Tashas Heheheheheidious Laughter!!!! gawfaw