These extra-planetary storms seem like a pretty interesting concept to me. I don't think I've seen another campaign setting that has anything like this.Kingdoms of Kalamar Campaign Setting Sourcebook wrote:Magnostorms: These are weird magnetic storms of extra-planetary origin that disrupt dwarf, gnome, and halfling direction sense, as well as teleportation spells and devices. They are invisible and strike without warning. The effects usually last several days.
Has anyone that already plays Kingdoms of Kalamar ever used Magnostorms? If so, how did you use them and how did the random disruption work out?
But how does this actually work? What does "disruption" actually mean? What I'm wondering is does a dwarf, gnome or halfling have to make some sort of saving throw to use their direction sense or it it totally unusuable? The same goes for teleportation. Is there a chance of failure (or going to the wrong place) or does teleportation just stop working?
Has anyone seen any rules or random weather tables for deciding when Magnostorms should happen?
Does this get used in any Kingdoms of Kalamar adventure (or sourcebook)?
From the description it seems like K&C were basing this on solar flares. Has anyone ever looked at solar flares to see if they can use the way that real-world solar flares work to create some plot hooks (or fanon) for Magnostorms? Or do you think that some other sort of space effect is more like a Magnostorm? The Brightstar is a double-star (with one star and one black hole). Do you think it is supposed to be a flare star that periodically sends out Magnostorms in various directions (some off which hit Tellene)?