u/Ok_Distance_2706

How long does the initiative penalty from a defiler zone last? Does it stack?

I read the 2e box set thing that includes raves and classes and it says that when a defiler casts a spell, there is an aura effect around the caster that causes everyone else to be wracked with pain.

This pain is represented by an initiative penalty that is equal to the level of the spell.

Other assorted information includes: If the defiler stands in one place and keeps casting, the soot circle gets bigger, plants die, the defiler needs about 30 percent less xp than other wizards to level up, delifer/preserver is not a class so they can still be illusionists/necromancers/any school/subclass, yata yata.

(I am willing to bet that if 5e dark sun gets published, wotc will ignore the fact that defiler and preserver is not a subclass, and thus should be able to pick a subclass. They will treat it like a subclass.)

The issue is: It does not say how lomg this initiative penalty lasts.

Nor does it say if it stacks.

Just says that the pain wrack cannot stop someone from having their turn, only delays it.

Does it last only long enough to delay one turn?

Does it delay one turn per spell level?

Does it last for the remainder of combat?

Dare i say, does it last forever?

The book does not say!

Nor does the 2e dnd wiki have a page about "initiative penalty" rules, so i can only assume that defiler magic was the only thing in 2e that had such an effect. (Or just one of the very few things)

Can someone find an answer and give it to me?

Thanks in advance!

(2e is very very vague)

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u/Ok_Distance_2706 — 7 days ago