D&D 5E Overcoming Antimagic and Null Psionics fields (5th edition)

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Hoping the community ca help me brain storm a break-a-prisoner-out challenge.

I'm planning an adventure where the party has accepted a mission to infiltrate a Mind Flayer colony. This is a 5th edition campaign.

In one area, there is a transformation chamber and in one of the cells there is a Githzerai Zerth. I don't want to go into all the background details, suffice it to say that freeing the Zerth can provide them with a helpful ally for the rest of the mission.

My problem is how do the Mind Flayers keep the Zerth prisoner (he can planeshift at will once a day). 5th edition has monsters that use psionics and an unearthed arcan mystic class, but doesn't have fully fleshed out rules on how psionics work. I never played DnD with psionics in 1st ed. and didn't play again until 5th, so I'm trying to pick up on how it was played in the past. Based on Unearthed Arcana's mystic class, 5th edition uses a modified version of magic-psi transparency. If a psionic effect reproduces a spell, it is treated as magic. Otherwise, it is a distinct power.

So, my thinking is that an anti-magic field will prevent any of the Gith's innate spellcasting, including plane shift. But it would not affect its psychic defense power. So I could have the Gith held in the cell with an anti-magic field...

BUT mind-flayers consider arcane magic an abomination.

So... I need to assume something like a null-psionic field, which earlier editions had.

Question: would a null-psionics field be reproducting a spell and therefore treated as magic that can be dispelled? Or is it pure psionics and not treated as magic?

Yet, even if treated as an anti-magic field, you can't dispell it. So how to you end it? In RAW, it is only a one-hour concentration spell...so perhaps I have to have a mind-flayer gaoler who must maintain the field. Don't really like that. I would think the mind flayers would have come up with something more reliable.

I'm thinking I'll just assume that a member or some members of the colony have innate spellcasting (psionics) for Foribiddance and Force Cage and state that the colony has discovered some psionic power or artifact that keeps Force Case permanent.

That way the party could dispell the Forbiddance and the Zerth can then make Charisma saving throw to attempt to plane shift out. Of course the Zerth would not be an immediate help to the party as he can only plane shift once per day.

Another option is that the forbiddance effect covers the entire colony and is too powerful for the party to be able to dispell. So the Zerth must escape the colony, which give an incentive for him to help the party. Some form of permanent anti-magic / null psi field covers the cell, along with a physical barrier. Whether force cage or anti-magic field, neither can be dispelled using dispell magic, so I assume I'll need to have some artifact that can be physically destroyed that will take down the force cage or anti-magic field.

I'm very open for other suggestions.
 

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jaelis

Oh this is where the title goes?
Don't worry about making things fit with the "rules." Just make the adventure fun. The Zerth is held in a prison where his powers are suppressed, you need an interesting way to free him. The idea of an artifact somewhere that the PCs need to disable seems great to me.
 

Dimensional Shackles, or the mindflayer psionic equivalent to them, seem appropriate. Mindflayers would be reticent to have areas their powers would be useless in, after all.
 

Jer

Legend
Supporter
It really depends on how difficult you want to make it for the players to be be able to free the Zerth. Then work backwards from there.

For example - if you want it to be really difficult for them to free the Zerth so that they have to basically take multiple sessions to pull off some kind of maximum security jailbreak scenario, then you should go all out. The mind flayers have an artifact that neutralizes the Zerth's powers. They're keeping him locked up in a special cell like Magneto from the X-men movies - maybe it's suspended over a pit of lava or some other nastiness. Or maybe the artifact keeps him in a state of domination so that he responds to interrogation but can't use his powers. Or maybe it just keeps him in suspended animation or some other plot contrivance that works for your jailbreak story. Regardless, the PCs can't neutralize the artifact with magic but if they can get the Zerth out of his cage and away from the artifact then he's fine. Or maybe they have to destroy the artifact before he can get his powers back and they have to figure out how to get that done before they can spring him from the cage.

OTOH - if this is just supposed to be a side quest where you don't want the PCs to spend a lot of time on the mechanics of it, then maybe the mind flayers have something simple - like some kind of creature that "eats" psionics that they use to "handcuff" the Zerth. Kill the creature, the Zerth's powers return. I probably wouldn't even make it a combat challenge - just a weird fungal or tentacled squamous beastie that is wrapped around the Zerth's head and prevents him from using his powers that can be killed with a single blow (so long as you're careful to not stab it too deeply and kill the Zerth too).

I wouldn't try to do this "top down" by looking through the books for a spell that fits your idea of how it should work. They're mind flayers - alien monsters from Somewhere Else with weird powers that don't work like "typical" magic - if there's any creature in the book that you can handwave an explanation for a plot contrivance it's them.
 

Hawk Diesel

Adventurer
Maybe a parasite that attaches to the Gith and drains him of magical/psionic energy. Maybe even just keeping him/her on the edge of life or death. But removing it immediately or without care could have consequences, so finding a way to soothe the creature to be released or providing them with a different host could work. And seems to fit with how mind flayers would do things.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
I agree...at the same time, part of the fun is working within the rules and having some explanation. But an artifact with powers beyond the understanding of the PCs, that can still be destroyed after completing a challenge seems the way to go.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Ah yes, I forgot about dimensional shackles. That makes a lot of sense. Though, even with the party helping them, beating that DC 30 Strength (Athletics) check will be tough. Doesn't make much sense for dimensional shackles to have a key, I would assume the Mind Flayers would have some psionic key, telepathic password, or something. Maybe I'll just have to allow the entire party, working together, to take 10 for an automatic sucess. The chances of them have that much time without coming under attack will make it a challenge. If all members fail the DC 30 check, they have to spend a long, dangerous time to free him. Long enough, that they will have a real moral/tactical decision to make.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Didn't realize my earlier responses didn't stat who I was replying to. I'm replying in order. I have to wait 300 seconds to give XP, but I really appreciate all the responses and will make sure to come pack and give XP.

Jer, as for how difficult...

The party is underpowered compared to the colony. This is not a "clean out the dungeon" adventure. This is achieve a particular objected and get out before you are all killed. The gith prisoner is one way to give the party a little help. They should be able to release him, but doing so should require a hard decision. This is why the dimensional shackles idea is growning on my. Instead of dimensional shackles, perhaps they are some Illitid-engineer bio-symbiote or psychic parasite. But say dimensional shackle, they have a *small* chance of quickly breaking the shackles, but will most likely need to take a lot of time (10 minutes or so when seconds matter) to free him. I like the dramatic tension and story elements of that.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Yeah, Hawk, I think this is the direction i'm going to go with. Dimensional Shackles with a mind-flayer flavaor. I'm thinking something like the "keeper" that was attached to Londo Mollari in Babylon five. The party will need to get the gith drunk to break the connection and have the keeper fall off, which could have entertaining consequenses is the gith remains drunk for the rest of the mission/escape.

Maybe a parasite that attaches to the Gith and drains him of magical/psionic energy. Maybe even just keeping him/her on the edge of life or death. But removing it immediately or without care could have consequences, so finding a way to soothe the creature to be released or providing them with a different host could work. And seems to fit with how mind flayers would do things.
 


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