Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
A Character That Absorbs and/or Nullifies Magic?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ZeshinX" data-source="post: 8022542" data-attributes="member: 6793656"><p>I've had not too dissimilar ideas like this, though the major difference being the lack of a (dedicated) spellcaster as a base. Concepts similar to the Occult Slayer PrC of 3.x and the Paladin's 2e Inquisitor kit (and it's variant from the Baldur's Gate 2 PC game).</p><p></p><p>I always seems to come back to this idea, toss some nebulous concepts around in my head, then it tends to fizzle as it always seemed to be too narrow in concept (i.e. REALLY good at battling/negating spellcasters....but at best slightly below mediocre at most everything else). It was a kind of an Intelligent Fighter style thing (in my mind anyway). The Mage Slayer 5e feat obviously brought those thoughts up again, and the process I just described occurred again.</p><p></p><p>Some ideas I thought of (but never did anything other than think of them):</p><p></p><p>-A subclass ability (evolving or static) that disrupted concentration (basically something that forced a concentration check every round, regardless of damage possibly taken by the concentrating spellcaster). If evolving, something that would not necessarily increase the difficulty of any concentration checks, but just increases the effective radius from the character (or possibly different modes of operation...like a focused vs radius effect...the focused would have a very limited range of effect/affect only one target, with slightly increased difficulty on the check vs a wider net effect with no impact on difficulty and affected any enemy within that net). Other conditionals could exist, like affecting ALL within the field, though could evolve over levels to allow the character to exclude specific PCs/NPCs and the like (similar to the Sculpt Spells ability of the Invoker). This ability concept always came up as a foundational kit/PrC/subclass ability, since it could disrupt often, but wasn't an immediate or always effective hoser, so it still left a challenging/not-OP element</p><p></p><p>-A sort of smiting/bonus damage strike (much like the Occult Slayer's ability) to add extra damage when striking a spellcaster that evolved as you levelled up. Not exactly overly inventive, but doesn't feel out of place either. Perhaps replace damage or allow trading damage for additional effects (like a list of things you can learn to apply to the strikes by sacrificing a certain number of extra damage dice, kinda/sorta like the Battlemaster, like silencing a hit target for a round or more on a failed save, forcing a concentration check on the next spell cast, even instantaneous spells, prevent casting certain level spells lower/higher than a certain level upon a failed save for a round or more, etc).</p><p></p><p>-Some sort of resistance to the effects of (arcane or divine) spells upon the character. This could be enforced for any spell (even if a willing recipient) depending on the flavouring of the kit/PrC/subclass. Not an outright immunity (perhaps at very high levels some sort of immunity, usable a certain number of times/rest or something like that), but things to make it more difficult than usual to affect them with spells. Could be a deflection-like ability (see the Occult Slayer), some kind of absorption to potentially link it to the above concept (absorb spell levels to power the possible rider abilities to forego sacrificing the extra damage) or convert the absorbed spells into a small healing ability (can absorb spells based on your class level up to a certain spell level, translates to something like 1d4 healing/level absorbed...spontaneous, can't store it), or specific to 5e, allow a times/rest option to gain advantage on a save vs. a spell, etc.</p><p></p><p>Those were the three that always seemed to come to mind in some variation or another, but again, it always fizzled away as being too narrow. I could never really find a way to make it fit the theme of a sort of anti-magic concept without overly sacrificing its effectiveness for other scenarios. There's gotta be a way to be able to make the concept have its cake and eat it too, but without being ridiculously OP or wildly ineffective.</p></blockquote><p></p>
[QUOTE="ZeshinX, post: 8022542, member: 6793656"] I've had not too dissimilar ideas like this, though the major difference being the lack of a (dedicated) spellcaster as a base. Concepts similar to the Occult Slayer PrC of 3.x and the Paladin's 2e Inquisitor kit (and it's variant from the Baldur's Gate 2 PC game). I always seems to come back to this idea, toss some nebulous concepts around in my head, then it tends to fizzle as it always seemed to be too narrow in concept (i.e. REALLY good at battling/negating spellcasters....but at best slightly below mediocre at most everything else). It was a kind of an Intelligent Fighter style thing (in my mind anyway). The Mage Slayer 5e feat obviously brought those thoughts up again, and the process I just described occurred again. Some ideas I thought of (but never did anything other than think of them): -A subclass ability (evolving or static) that disrupted concentration (basically something that forced a concentration check every round, regardless of damage possibly taken by the concentrating spellcaster). If evolving, something that would not necessarily increase the difficulty of any concentration checks, but just increases the effective radius from the character (or possibly different modes of operation...like a focused vs radius effect...the focused would have a very limited range of effect/affect only one target, with slightly increased difficulty on the check vs a wider net effect with no impact on difficulty and affected any enemy within that net). Other conditionals could exist, like affecting ALL within the field, though could evolve over levels to allow the character to exclude specific PCs/NPCs and the like (similar to the Sculpt Spells ability of the Invoker). This ability concept always came up as a foundational kit/PrC/subclass ability, since it could disrupt often, but wasn't an immediate or always effective hoser, so it still left a challenging/not-OP element -A sort of smiting/bonus damage strike (much like the Occult Slayer's ability) to add extra damage when striking a spellcaster that evolved as you levelled up. Not exactly overly inventive, but doesn't feel out of place either. Perhaps replace damage or allow trading damage for additional effects (like a list of things you can learn to apply to the strikes by sacrificing a certain number of extra damage dice, kinda/sorta like the Battlemaster, like silencing a hit target for a round or more on a failed save, forcing a concentration check on the next spell cast, even instantaneous spells, prevent casting certain level spells lower/higher than a certain level upon a failed save for a round or more, etc). -Some sort of resistance to the effects of (arcane or divine) spells upon the character. This could be enforced for any spell (even if a willing recipient) depending on the flavouring of the kit/PrC/subclass. Not an outright immunity (perhaps at very high levels some sort of immunity, usable a certain number of times/rest or something like that), but things to make it more difficult than usual to affect them with spells. Could be a deflection-like ability (see the Occult Slayer), some kind of absorption to potentially link it to the above concept (absorb spell levels to power the possible rider abilities to forego sacrificing the extra damage) or convert the absorbed spells into a small healing ability (can absorb spells based on your class level up to a certain spell level, translates to something like 1d4 healing/level absorbed...spontaneous, can't store it), or specific to 5e, allow a times/rest option to gain advantage on a save vs. a spell, etc. Those were the three that always seemed to come to mind in some variation or another, but again, it always fizzled away as being too narrow. I could never really find a way to make it fit the theme of a sort of anti-magic concept without overly sacrificing its effectiveness for other scenarios. There's gotta be a way to be able to make the concept have its cake and eat it too, but without being ridiculously OP or wildly ineffective. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A Character That Absorbs and/or Nullifies Magic?
Top