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A Character That Absorbs and/or Nullifies Magic?
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<blockquote data-quote="Fanaelialae" data-source="post: 8022549" data-attributes="member: 53980"><p>Not sure if it'll be useful to you at all, but I created a rogue subclass along these lines a few years back. I was never entirely satisfied with it, as I feel it's overly complex, but maybe there's something in there you'll be able to reuse.</p><p></p><p></p><p>Spell breakers are a rare breed of rogue who study an esoteric school of meta-magic usually reserved for sages and scholars, known as Contramancy. It’s study is generally ignored by devoted students of magic because in lieu of increasing one’s innate potential for wielding magic, it focuses on stealing power from existing sources of magic by stifling the student’s natural ability, creating a void which can then draw in energy from external sources. As such, spell breakers have no innate wellspring of magic to draw upon, instead leeching magic from spells cast by true spell wielders.</p><p></p><p>The reasons that draw a rogue to the study of Contramancy are many and varied. Some spell breakers specialize in the assassination of spellcasters, whether for a cause or simply the highest bidder. Others are specialized burglars, preying on the vast wealth horded by mages and protected by dangerous wards that would disintegrate any ordinary thief. While yet others are drawn to such studies simply because they were incapacitated by magic and vowed to never feel so helpless again.</p><p></p><p><strong>Spell Break</strong></p><p>Starting at 3rd level, you can siphon energy from spells cast against you in order to weaken them. When you are missed by or successfully save against a spell you may use your reaction to absorb the spell.</p><p></p><p>If it is a single target spell, you negate it and gain spell points equal to the modified level it was cast at on the Spell Point Cost table. For example, if you absorb a Chromatic Orb spell cast using a 2nd-level spell slot, you gain 3 spell points.</p><p></p><p>If it is a multi-target spell (even if you’re the only one in it), you negate its immediate effects with respect to yourself only. The spell comes into being, but the caster has disadvantage to hit other targets with the spell (if the spell requires an attack roll), or other targets have advantage on their saving throw against the spell (if the spell requires a saving throw). You gain spell points equal to the modified level of the spell. Later saving throws or attack rolls against this spell are made normally unless you use Spell Break again.</p><p></p><p>For example, if you absorb a Burning Hands spell cast using a 2nd-level spell slot, you gain 2 spell points. If Burning Hands was cast using a 4th-level spell slot, you would gain 4 spell points.</p><p></p><p>As another example, if you successfully use Spell Break on a Wall of Fire that is created with you inside it, you take no immediate damage and other creatures that are in it when it is cast gain advantage on their saving throw, but you will take damage if you end your turn inside it.</p><p></p><p><strong>Spellcasting</strong></p><p>When you reach 3rd level, you gain the ability to cast spells.</p><p></p><p><em>Cantrips</em></p><p>You can absorb up to 3 cantrips using your Spell Breaker abilities and add them to your Cantrips Known. At 10th level you can add a fourth Known Cantrip by absorbing it. These cantrips can be from any spell list.</p><p></p><p>Although casting a cantrip doesn’t cost any spell points, you must have at least 1 spell point remaining in order to cast a cantrip.</p><p></p><p><em>Spell Points</em></p><p>The Spell Breaker Spellcasting table shows the maximum spell points you can absorb to cast your spells of 1st level or higher. To cast one of these spells, you must expend spell points as per the Spell Point Cost table. You can only gain spell points by absorbing spells (you do not regain spell points by resting).</p><p></p><p>If you absorb a Cantrip, you do not gain any spell points unless you have no more spell points remaining, in which case you gain 1 spell point.</p><p></p><p>If you absorb more spell points than your maximum allows, you only gain up to your maximum. Additionally, you take 1d6 damage for each spell point you weren’t able to absorb. This damage cannot be resisted or negated, and you cannot choose to not absorb spell points.</p><p></p><p>You can only gain spell points from an individual casting of a spell once. For example, if you successfully use Spell Break against a Wall of Fire, you gain no spell points from later using Hex Break on that same Wall of Fire. As another example, if you use Hex Break against multiple targets of the same ongoing spell (Hold Person using a 3rd-level or higher spell slot), you only gain spell points the first time you successfully use Hex Break on one of those targets.</p><p></p><p><em>Spells Known of 1st-Level or Higher</em></p><p>At 3rd level, you can know up to three 1st-level spells by absorbing them.</p><p></p><p>The Spells Known column of the Spell Breaker Spellcasting table shows when you know more spells. These spells can be from any spell list. When you absorb a spell, you can add it to your known spells provided that the unmodified level of the spell is one that you are capable of casting, as shown in the Spell Breaker Spellcasting table in the Max Spell Level column. For example, if you successfully use your Spell Break ability on a Fireball cast using a 5th-level spell slot, you can add Fireball to your spells known if your are at least a 13th level Spell Breaker, because the unmodified spell level of Fireball is 3rd-level.</p><p></p><p>If you already know a number of spells equal to your current maximum when you absorb a spell, you may choose to replace a known spell with the absorbed spell, provided you meet the above requirements. This applies to Cantrips as well.</p><p></p><p>Additionally, you may absorb spells from spell scrolls, provided you meet the above requirements. This destroys the scroll but allows you to gain the spell as a known spell, and grants your spell points based on the level of the spell as per the Spell Point Cost table. For example, if you find a scroll of Cure Wounds (cast as a 1st-level spell), you can absorb the spell on it to add Cure Wounds to your known spells and gain 2 spell points.</p><p></p><p><em>Spellcasting Ability</em></p><p>Intelligence is your spellcasting ability for your Spell Breaker spells.</p><p></p><p><strong>Spell Breaker Spellcasting</strong></p><p></p><table style='width: 100%'><tr><td>Rogue Level</td><td>Cantrips Known</td><td>Spells Known</td><td>Max Spell Points</td><td>Max Spell Level</td></tr><tr><td>3</td><td>3</td><td>3</td><td>4</td><td>1</td></tr><tr><td>4</td><td>3</td><td>4</td><td>6</td><td>1</td></tr><tr><td>5</td><td>3</td><td>4</td><td>6</td><td>1</td></tr><tr><td>6</td><td>3</td><td>4</td><td>6</td><td>1</td></tr><tr><td>7</td><td>3</td><td>5</td><td>14</td><td>2</td></tr><tr><td>8</td><td>3</td><td>6</td><td>14</td><td>2</td></tr><tr><td>9</td><td>3</td><td>6</td><td>14</td><td>2</td></tr><tr><td>10</td><td>4</td><td>7</td><td>17</td><td>2</td></tr><tr><td>11</td><td>4</td><td>8</td><td>17</td><td>2</td></tr><tr><td>12</td><td>4</td><td>8</td><td>17</td><td>2</td></tr><tr><td>13</td><td>4</td><td>9</td><td>27</td><td>3</td></tr><tr><td>14</td><td>4</td><td>10</td><td>27</td><td>3</td></tr><tr><td>15</td><td>4</td><td>10</td><td>27</td><td>3</td></tr><tr><td>16</td><td>4</td><td>11</td><td>32</td><td>3</td></tr><tr><td>17</td><td>4</td><td>11</td><td>32</td><td>3</td></tr><tr><td>18</td><td>4</td><td>11</td><td>32</td><td>3</td></tr><tr><td>19</td><td>4</td><td>12</td><td>38</td><td>4</td></tr><tr><td>20</td><td>4</td><td>13</td><td>38</td><td>4</td></tr></table><p><strong>Spell Point Cost</strong></p><p></p><table style='width: 100%'><tr><td>Spell Level</td><td>Spell Point Cost</td></tr><tr><td>Cantrip</td><td>0</td></tr><tr><td>1st</td><td>2</td></tr><tr><td>2nd</td><td>3</td></tr><tr><td>3rd</td><td>5</td></tr><tr><td>4th</td><td>6</td></tr><tr><td>5th</td><td>7</td></tr><tr><td>6th</td><td>9</td></tr><tr><td>7th</td><td>10</td></tr><tr><td>8th</td><td>11</td></tr><tr><td>9th</td><td>13</td></tr></table><p><strong>Hex Break</strong></p><p>At 9th level, as an action, you can attempt to absorb an ongoing spell effect by touching the creature, object or area affected. If the creature doesn’t want to be touched, this requires a melee spell attack.</p><p></p><p>If you touch the target, make a spellcasting ability check against a DC equal to 10 + the spell’s modified level. If the spell cannot be dispelled with Dispel Magic (such as a Wall of Force), make this check with disadvantage. If you succeed you negate the spell on that target, and absorb it gaining a number of spell points equal to the spell’s modified level. If you fail, you take 1d6 damage per modified level of the spell (failing to Hex Break a Cantrip deals 1 point of damage) and this damage cannot be resisted or negated.</p><p></p><p><strong>Contra-Mage</strong></p><p>At 13th level, you can lessen the effects of spells against you even when you don’t use Spell Break. When you are subjected to a spell effect that allows you to make a save for half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.</p><p></p><p>Additionally, if a spell deals damage to you on a miss, you take no damage on a miss.</p><p></p><p><strong>Spell Steal</strong></p><p>At 17th level, you can pluck the secrets of magic directly from the minds of spellcasters.</p><p></p><p>Make a melee spell attack, as an action, in order to touch the target. If you succeed, you immediately gain knowledge of what spells your target knows and has prepared, and you may select one of these and add it to your known spells (this is in addition to your maximum known spells). You can only have one extra spell known from Spell Steal. If you Spell Steal again, it replaces the spell you previously gained from Spell Steal.</p><p></p><p>If you choose, you may force the target to make a saving throw with its spellcasting ability modifier against your spell save DC. If it fails, the target loses a spell slot with a level equal to the unmodified spell level of the spell you selected, or the next higher spell slot if it has no more spell slots of that level available, or the next lower slot if it has no higher spell slots available. You gain spell points equal to the Spell Point Cost for a spell of level equal to that spell slot.</p><p></p><p>You may steal a spell of a level higher than you could normally cast. Casting it, however, is dangerous and taxing. When you cast such a spell, you must pay the spell point cost for a spell of its level and must cast it at its unmodified level. Additionally, after casting the spell you immediately take 2d6 damage for each level the spell is above the highest level spell you can cast, and this damage cannot be resisted or negated. Furthermore, if the spell is 6th level or higher, you can only cast it once per long rest. Finally, you cannot hold onto such a spell for long; it is removed from your known spells after a long rest. For example, if a 17th level Spell Breaker steals Meteor Swarm, he must pay 13 spell points to cast it and takes 12d6 damage after casting it ((9th level spell – 3rd level highest castable spell) * 2d6).</p><p></p><p>Once you use the Spell Steal feature, you cannot use it again until you finish a long rest.</p><p></p><p><strong>Multiclassing</strong></p><p>Spell Breaker Spellcasting follows the Pact Magic rules for multiclassing. Levels of Spell Breaker are not added for purposes of determining a multiclass spellcaster’s spell slots per level.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8022549, member: 53980"] Not sure if it'll be useful to you at all, but I created a rogue subclass along these lines a few years back. I was never entirely satisfied with it, as I feel it's overly complex, but maybe there's something in there you'll be able to reuse. Spell breakers are a rare breed of rogue who study an esoteric school of meta-magic usually reserved for sages and scholars, known as Contramancy. It’s study is generally ignored by devoted students of magic because in lieu of increasing one’s innate potential for wielding magic, it focuses on stealing power from existing sources of magic by stifling the student’s natural ability, creating a void which can then draw in energy from external sources. As such, spell breakers have no innate wellspring of magic to draw upon, instead leeching magic from spells cast by true spell wielders. The reasons that draw a rogue to the study of Contramancy are many and varied. Some spell breakers specialize in the assassination of spellcasters, whether for a cause or simply the highest bidder. Others are specialized burglars, preying on the vast wealth horded by mages and protected by dangerous wards that would disintegrate any ordinary thief. While yet others are drawn to such studies simply because they were incapacitated by magic and vowed to never feel so helpless again. [B]Spell Break[/B] Starting at 3rd level, you can siphon energy from spells cast against you in order to weaken them. When you are missed by or successfully save against a spell you may use your reaction to absorb the spell. If it is a single target spell, you negate it and gain spell points equal to the modified level it was cast at on the Spell Point Cost table. For example, if you absorb a Chromatic Orb spell cast using a 2nd-level spell slot, you gain 3 spell points. If it is a multi-target spell (even if you’re the only one in it), you negate its immediate effects with respect to yourself only. The spell comes into being, but the caster has disadvantage to hit other targets with the spell (if the spell requires an attack roll), or other targets have advantage on their saving throw against the spell (if the spell requires a saving throw). You gain spell points equal to the modified level of the spell. Later saving throws or attack rolls against this spell are made normally unless you use Spell Break again. For example, if you absorb a Burning Hands spell cast using a 2nd-level spell slot, you gain 2 spell points. If Burning Hands was cast using a 4th-level spell slot, you would gain 4 spell points. As another example, if you successfully use Spell Break on a Wall of Fire that is created with you inside it, you take no immediate damage and other creatures that are in it when it is cast gain advantage on their saving throw, but you will take damage if you end your turn inside it. [B]Spellcasting[/B] When you reach 3rd level, you gain the ability to cast spells. [I]Cantrips[/I] You can absorb up to 3 cantrips using your Spell Breaker abilities and add them to your Cantrips Known. At 10th level you can add a fourth Known Cantrip by absorbing it. These cantrips can be from any spell list. Although casting a cantrip doesn’t cost any spell points, you must have at least 1 spell point remaining in order to cast a cantrip. [I]Spell Points[/I] The Spell Breaker Spellcasting table shows the maximum spell points you can absorb to cast your spells of 1st level or higher. To cast one of these spells, you must expend spell points as per the Spell Point Cost table. You can only gain spell points by absorbing spells (you do not regain spell points by resting). If you absorb a Cantrip, you do not gain any spell points unless you have no more spell points remaining, in which case you gain 1 spell point. If you absorb more spell points than your maximum allows, you only gain up to your maximum. Additionally, you take 1d6 damage for each spell point you weren’t able to absorb. This damage cannot be resisted or negated, and you cannot choose to not absorb spell points. You can only gain spell points from an individual casting of a spell once. For example, if you successfully use Spell Break against a Wall of Fire, you gain no spell points from later using Hex Break on that same Wall of Fire. As another example, if you use Hex Break against multiple targets of the same ongoing spell (Hold Person using a 3rd-level or higher spell slot), you only gain spell points the first time you successfully use Hex Break on one of those targets. [I]Spells Known of 1st-Level or Higher[/I] At 3rd level, you can know up to three 1st-level spells by absorbing them. The Spells Known column of the Spell Breaker Spellcasting table shows when you know more spells. These spells can be from any spell list. When you absorb a spell, you can add it to your known spells provided that the unmodified level of the spell is one that you are capable of casting, as shown in the Spell Breaker Spellcasting table in the Max Spell Level column. For example, if you successfully use your Spell Break ability on a Fireball cast using a 5th-level spell slot, you can add Fireball to your spells known if your are at least a 13th level Spell Breaker, because the unmodified spell level of Fireball is 3rd-level. If you already know a number of spells equal to your current maximum when you absorb a spell, you may choose to replace a known spell with the absorbed spell, provided you meet the above requirements. This applies to Cantrips as well. Additionally, you may absorb spells from spell scrolls, provided you meet the above requirements. This destroys the scroll but allows you to gain the spell as a known spell, and grants your spell points based on the level of the spell as per the Spell Point Cost table. For example, if you find a scroll of Cure Wounds (cast as a 1st-level spell), you can absorb the spell on it to add Cure Wounds to your known spells and gain 2 spell points. [I]Spellcasting Ability[/I] Intelligence is your spellcasting ability for your Spell Breaker spells. [B]Spell Breaker Spellcasting[/B] [TABLE] [TR] [TD]Rogue Level[/TD] [TD]Cantrips Known[/TD] [TD]Spells Known[/TD] [TD]Max Spell Points[/TD] [TD]Max Spell Level[/TD] [/TR] [TR] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]4[/TD] [TD]1[/TD] [/TR] [TR] [TD]4[/TD] [TD]3[/TD] [TD]4[/TD] [TD]6[/TD] [TD]1[/TD] [/TR] [TR] [TD]5[/TD] [TD]3[/TD] [TD]4[/TD] [TD]6[/TD] [TD]1[/TD] [/TR] [TR] [TD]6[/TD] [TD]3[/TD] [TD]4[/TD] [TD]6[/TD] [TD]1[/TD] [/TR] [TR] [TD]7[/TD] [TD]3[/TD] [TD]5[/TD] [TD]14[/TD] [TD]2[/TD] [/TR] [TR] [TD]8[/TD] [TD]3[/TD] [TD]6[/TD] [TD]14[/TD] [TD]2[/TD] [/TR] [TR] [TD]9[/TD] [TD]3[/TD] [TD]6[/TD] [TD]14[/TD] [TD]2[/TD] [/TR] [TR] [TD]10[/TD] [TD]4[/TD] [TD]7[/TD] [TD]17[/TD] [TD]2[/TD] [/TR] [TR] [TD]11[/TD] [TD]4[/TD] [TD]8[/TD] [TD]17[/TD] [TD]2[/TD] [/TR] [TR] [TD]12[/TD] [TD]4[/TD] [TD]8[/TD] [TD]17[/TD] [TD]2[/TD] [/TR] [TR] [TD]13[/TD] [TD]4[/TD] [TD]9[/TD] [TD]27[/TD] [TD]3[/TD] [/TR] [TR] [TD]14[/TD] [TD]4[/TD] [TD]10[/TD] [TD]27[/TD] [TD]3[/TD] [/TR] [TR] [TD]15[/TD] [TD]4[/TD] [TD]10[/TD] [TD]27[/TD] [TD]3[/TD] [/TR] [TR] [TD]16[/TD] [TD]4[/TD] [TD]11[/TD] [TD]32[/TD] [TD]3[/TD] [/TR] [TR] [TD]17[/TD] [TD]4[/TD] [TD]11[/TD] [TD]32[/TD] [TD]3[/TD] [/TR] [TR] [TD]18[/TD] [TD]4[/TD] [TD]11[/TD] [TD]32[/TD] [TD]3[/TD] [/TR] [TR] [TD]19[/TD] [TD]4[/TD] [TD]12[/TD] [TD]38[/TD] [TD]4[/TD] [/TR] [TR] [TD]20[/TD] [TD]4[/TD] [TD]13[/TD] [TD]38[/TD] [TD]4[/TD] [/TR] [/TABLE] [B]Spell Point Cost[/B] [TABLE] [TR] [TD]Spell Level[/TD] [TD]Spell Point Cost[/TD] [/TR] [TR] [TD]Cantrip[/TD] [TD]0[/TD] [/TR] [TR] [TD]1st[/TD] [TD]2[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]3[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]5[/TD] [/TR] [TR] [TD]4th[/TD] [TD]6[/TD] [/TR] [TR] [TD]5th[/TD] [TD]7[/TD] [/TR] [TR] [TD]6th[/TD] [TD]9[/TD] [/TR] [TR] [TD]7th[/TD] [TD]10[/TD] [/TR] [TR] [TD]8th[/TD] [TD]11[/TD] [/TR] [TR] [TD]9th[/TD] [TD]13[/TD] [/TR] [/TABLE] [B]Hex Break[/B] At 9th level, as an action, you can attempt to absorb an ongoing spell effect by touching the creature, object or area affected. If the creature doesn’t want to be touched, this requires a melee spell attack. If you touch the target, make a spellcasting ability check against a DC equal to 10 + the spell’s modified level. If the spell cannot be dispelled with Dispel Magic (such as a Wall of Force), make this check with disadvantage. If you succeed you negate the spell on that target, and absorb it gaining a number of spell points equal to the spell’s modified level. If you fail, you take 1d6 damage per modified level of the spell (failing to Hex Break a Cantrip deals 1 point of damage) and this damage cannot be resisted or negated. [B]Contra-Mage[/B] At 13th level, you can lessen the effects of spells against you even when you don’t use Spell Break. When you are subjected to a spell effect that allows you to make a save for half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, if a spell deals damage to you on a miss, you take no damage on a miss. [B]Spell Steal[/B] At 17th level, you can pluck the secrets of magic directly from the minds of spellcasters. Make a melee spell attack, as an action, in order to touch the target. If you succeed, you immediately gain knowledge of what spells your target knows and has prepared, and you may select one of these and add it to your known spells (this is in addition to your maximum known spells). You can only have one extra spell known from Spell Steal. If you Spell Steal again, it replaces the spell you previously gained from Spell Steal. If you choose, you may force the target to make a saving throw with its spellcasting ability modifier against your spell save DC. If it fails, the target loses a spell slot with a level equal to the unmodified spell level of the spell you selected, or the next higher spell slot if it has no more spell slots of that level available, or the next lower slot if it has no higher spell slots available. You gain spell points equal to the Spell Point Cost for a spell of level equal to that spell slot. You may steal a spell of a level higher than you could normally cast. Casting it, however, is dangerous and taxing. When you cast such a spell, you must pay the spell point cost for a spell of its level and must cast it at its unmodified level. Additionally, after casting the spell you immediately take 2d6 damage for each level the spell is above the highest level spell you can cast, and this damage cannot be resisted or negated. Furthermore, if the spell is 6th level or higher, you can only cast it once per long rest. Finally, you cannot hold onto such a spell for long; it is removed from your known spells after a long rest. For example, if a 17th level Spell Breaker steals Meteor Swarm, he must pay 13 spell points to cast it and takes 12d6 damage after casting it ((9th level spell – 3rd level highest castable spell) * 2d6). Once you use the Spell Steal feature, you cannot use it again until you finish a long rest. [B]Multiclassing[/B] Spell Breaker Spellcasting follows the Pact Magic rules for multiclassing. Levels of Spell Breaker are not added for purposes of determining a multiclass spellcaster’s spell slots per level. [/QUOTE]
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A Character That Absorbs and/or Nullifies Magic?
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