Spend Quality Time with Family and Friends at Magic Springs with our Admission Passes

By admin

The magic springs family admission pass is a ticket that allows a whole family to enter the magic springs amusement park together. The pass is valid for one day and can be used by up to four family members, including two adults and two children. This pass is a great way for families to enjoy a fun-filled day at the park without having to worry about individual ticket prices. It also provides an opportunity for families to spend quality time together and create lasting memories. With this pass, families can enjoy all the rides, attractions, and shows that magic springs has to offer. This includes thrill rides, water slides, live entertainment, and more.



Understanding the limits of Anti-Magic Zones

I am running a zombie outbreak in the Smokeside of Alkenstar, which is a district of the city in a permanently anti-magic region. I want to make sure I understand the limits of this zone:

*Do weapon/armor runes work?

*Do teleportation spells from outside the region (like from the other side of the city or from another plane) work?

*Divination is explicitly pointed out as not working here

*Do magical beasts or creatures given locomotion/sentience due to magic get destroyed or crippled?

*Does "Change Shape" polymorph abilities work here? Would a werewolf become a human if they enter?

*Do Artifacts, which typically are beyond magic, work here?

Brofessor X wrote:
*Do magical beasts or creatures given locomotion/sentience due to magic get destroyed or crippled?

As a familiar, both of those options sound terrifying.

I have never been there, so I can't say for certain. You should probably check with the Powers that Be for that area of the world to verify.

I would suspect that this is some sort of artifact-induced permanent version of Antimagic Field. If so, this is my expected assessment:

* Weapon and Armor runes would still work since Antimagic Field specifically says that it does not interfere with those.

* Teleportation spells would not be able to deliver you into the area since the spell effects cannot penetrate into it.

* Magical beasts and magically created permanent creatures such as familiars would be fine, so no worries there Farien. Summoned creatures would not be, so I am less certain about Eidolon creatures. I expect that they would be fine too.

* I would expect that magical polymorph effects could not be used or triggered. If the effect is permanent, like that for Anadi or Kitsune, that they would have to remain in their current form. If instead it is a temporary polymorph effect like a battle form spell that the effect would be suppressed or end immediately.

* Artifacts are a complete mystery. I suppose it would depend on the item level of the artifact and the item level of the item creating the antimagic field.

Eoran wrote:

* Weapon and Armor runes would still work since Antimagic Field specifically says that it does not interfere with those.

I think you read that wrong. The runes are suppressed. The example that the spell gives is that a +3 longsword still functions as a stock-standard non-runed longsword.

Farien wrote:
I think you read that wrong.

Oh. Yes, I missed that detail since it is part of the same paragraph that says that you would be unaffected. That was the important part to me.

Brofessor X wrote:

I am running a zombie outbreak in the Smokeside of Alkenstar, which is a district of the city in a permanently anti-magic region. I want to make sure I understand the limits of this zone:

*Do weapon/armor runes work?

No they have magical traits on them. They do not work. The items they are on become normal weapons and armour - which still function OK.

Brofessor X wrote:

*Do teleportation spells from outside the region (like from the other side of the city or from another plane) work?

The anitmagic spells says Spells can't penetrate the area so that is a no.

Brofessor X wrote:

*Divination is explicitly pointed out as not working here

*Do magical beasts or creatures given locomotion/sentience due to magic get destroyed or crippled?

*Does "Change Shape" polymorph abilities work here? Would a werewolf become a human if they enter?

These are all clearly magical effects so they don''t work. Yes a polymorphed creature would revert to its normal form whatever that was.

Brofessor X wrote:
*Do Artifacts, which typically are beyond magic, work here?

They still wouldn't function as the rules stand. But really it depends on the artifact. Normally these are plot devices and the GM will just say no, or include it as an ability of the Artifact. So my answer is technically no, but in practice mostly yes.

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I can just imagine Alkenstar being the place to guard dangerous dormant artifacts.

There's a campaign hook in there somewhere. :)

Assuming that it works like an antimagic field, spells fizzle out in the area, magic items lose their magical properties, and any ability with a tradition trait or the magical trait does not work. Summoned creatures fizzle out because they are a spell-they don't exist prior to the spell being cast and cease to exist once the spell ends. If a creature is magic or created using magic, anything it does works just fine unless it's a spell or has a tradition trait or the magical trait. A basilisk will not wink out of existence in an antimagic zone, but its petrifying gaze will not work. A dragon's flight is not a magical ability, so it can still fly, but if it has spells it can't cast them, and it will be unable to use its breath weapon. Take a look at the creature's statblock. If the ability is magical, it will either be listed as a spell or have a tradition trait or the magical trait. This applies to players, as well. Notably, this means that dragon and spirit instinct barbarians can't use their instinct ability in an antimagic zone, as their instinct ability gives the Rage action a tradition trait. The animal instinct's instinct ability Animal Rage replaces the Rage action entirely, so barbarians of that subclass can't Rage at all in an antimagic zone unless you rule otherwise.

Recent threads in Rules Discussion Last post: 24 minutes ago by Purplefixer Last post: 1 hour, 5 minutes ago by Bluemagetim Last post: 1 hour, 8 minutes ago by Taja the Barbarian Last post: 2 hours, 44 minutes ago by Finoan Last post: 3 hours, 59 minutes ago by Finoan Last post: 4 hours, 44 minutes ago by Ravingdork Last post: 6 hours, 48 minutes ago by Ravingdork Last post: 7 hours, 5 minutes ago by Themetricsystem Last post: Yesterday, 06:46 pm by Finoan

Need Help?

Mon–Fri, 10:00 a.m. to 5:00 p.m. Pacific

WoWWiki

This wiki contains inaccurate and out-of-date information. Please head over to https://wowpedia.fandom.com for more accurate and up-to-date game information.

Don't have an account? Advertisement 106,202 pages English

Anti-Magic Zone

Anti-Magic Zone is a Death knight talent available at level 57. It allows the death knight to protect him/herself and his/her allies from harmful magic. A large, stationary bubble will form around the death knight, surrounding him/her and all of his/her allies. Spell damage done to all party members inside of the zone is reduced, lasting three seconds.

This includes thrill rides, water slides, live entertainment, and more. The pass is a convenient and cost-effective option for families who are looking to have a fantastic day out without breaking the bank. It also allows families to avoid long queues and save time by granting them direct entry to the park.

Notes [ ]

  • Anti-Magic Zone is extremely useful for tanks in magic-heavy fights such as Malygos as well as for PVPers in arena. It is useful in obvious situations such as against a free-casting Mage or Warlock, but it should be noted that it is helpful against less obvious classes, such as rogues, where it will absorb a percentage of Wound Poisonprocs and Envenoms.
  • Chaining this back-to-back with Anti-Magic Shell makes the Death Knight a very frightening opponent for any spell caster.
Magic springs family admission pass

Whether it's a special occasion or just a regular day out, the magic springs family admission pass is a perfect choice for families looking to have a magical and unforgettable experience..

Reviews for "Get Ready for a Summer of Fun with our Magic Springs Family Admission Passes"

1. Emily - 1 star
I was really disappointed with the Magic Springs Family Admission Pass. The rides were outdated and in poor condition, and the overall park seemed run-down. Additionally, the staff were not very friendly or helpful. The food options were limited and overpriced. Overall, I would not recommend wasting your money on this pass unless you enjoy subpar attractions and lackluster service.
2. Jason - 2 stars
The Magic Springs Family Admission Pass was not worth the price in my opinion. The park was overcrowded, making it difficult to enjoy the rides without long wait times. The water park section was particularly disappointing, with dirty and overcrowded pools. The overall cleanliness of the park left much to be desired, as there was trash scattered throughout. I expected a better experience for the money I paid, and I would not visit again.
3. Sarah - 1 star
I had high hopes for the Magic Springs Family Admission Pass, but unfortunately, it fell short in many aspects. The park felt disorganized, with long lines and unhelpful staff members. The rides were not well-maintained and some seemed unsafe. The food was overpriced and of poor quality. The overall atmosphere was lacking, with a lack of cleanliness and attention to detail. I would not recommend this pass to anyone looking for a fun and enjoyable theme park experience.

Enjoy Access to All Attractions with a Magic Springs Admission Pass

Experience the Magic of Magic Springs with our Admission Passes