Kelleris
Explorer
Okay, here's the idea I'm playing with: a higher-level ability that grants magic immunity, like that of a golem but with no exceptions. It can't be lowered, however, once accepted, and prevents you from gaining direct bonuses from magical items (no cloaks of resistance, but magic arms and armor are okay).
It looks from the responses that people won't willingly take this as-is, despite the power of magic immunity. So what would I need to make you find this an acceptable ability to gain?
Some possibilities:
It looks from the responses that people won't willingly take this as-is, despite the power of magic immunity. So what would I need to make you find this an acceptable ability to gain?
Some possibilities:
- Nothing needs to be changed; the ability is powerful and useful as-is.
- Add the ability to drop the immunity for a short time, for a lowish XP cost - 50 XP per character level.
- Add the ability to drop the immunity for a short time, for a highish XP cost - 200 XP per character level.
- Allow the character to benefit normally from magically items.
- Allow the character to take some long period to drop the magic immunity, say ten minutes of concentration for a couple of rounds' susceptibility to healing &c.
- Add the ability to drop the immunity for a little bit of time, say a full-round action to drop the immunity for a few rounds. (Making it costly in combat, but fine outside.)
- Something else?
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