Anti-magic Feat and Spells (Homebrew)

DogBackward

First Post
I'm working out a sorceror based almost exclusively on manipulating raw magical energy. I've even gone so far as to take Nystul's Magical Aura as one of my precious few spells. The character is generally based on detecting, dispelling and manipulating magic.

However, I've run out of thematic spells to take, and decided to whip up a few of my own. Also, I got inspired and made a feat to go along with them. I'd just like to ask what you guys think of them and all that. They seem pretty well-balanced to me, but then I tend not to worry about tiny details, or think about possible twinky combinations.

Also, it's for a Forgotten Realms game, which I'm not familiar with. I'm sure FR has a ton of magic-manipulating spells, so if you guys wanna suggest some good spells for my remaining 5th, 2nd and 1st spells known, that would work, too. At least a minor explanation of the spell would help, if you don't mind.

But that's secondary, as I plan on introducing these new things in my own games, so still need to see what everybody thinks. Anyway, I'm gonna stop rambling now and just show you the stuff...

[sblock=Crown of Suppresion (Spell)]
Transmutation
Level: Cleric 6, Sorceror/Wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour per level (D) or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A solid black crown of cold iron appears upon the recipient's head. The only ornamentation is a single small ruby inset in the front of the crown. The ruby flashes with soft red light whenever magic is used nearby.

This spell creates a crown of magical energy that grants the recipient a +2 bonus on spellcraft checks made to identify spells. In addition, the ruby on the crown dimly whenever a spell is cast or a spell-like ability is used within 30ft. The light is not sufficient to provide illumination, and gives no other indication of what kind of spell was cast, or where.
As an immediate action, the creature wearing the crown may discharge its energy to gain a +8 bonus on a single dispel check used to dispel magic or a caster level check made to counterspell. This bonus applies to all forms of dispelling magic.
The crown occupies space on the body as a headband, hat or helm. If the crown is removed, the spell immediately ends.

Focus: A cold iron hoop 6 inches in diameter.[/sblock][sblock=Suppress Magic (Spell)]Abjuration
Level: Bard 2, Cleric 2, Drd 3, Sorceror/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One spellcaster, creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

As a targetted Dispel Magic, except that any spells or effects that would be dispelled are instead suppressed for 1d4+1 rounds. The time suppressed still counts against the duration of the effect.[/sblock][sblock=Manipulate Magic (?) (Feat)]This feat could use a better name, if anybody's got any ideas. Thanks.

Prerequisites: Spellcraft 12 ranks, Knowledge (Arcana) 6 ranks, able to cast Dispel Magic and Detect Magic
Benefits: You gain a +2 bonus to all spellcraft checks made to identify a spell being cast. You also gain a +2 bonus on all dispel checks and caster level checks to counterspell. You gain additional benefits when you use a Detect Magic, Arcane Sight or Greater Arcane Sight spells:
When using one of the above spells, you may take a standard action and make a spellcraft check (DC 20 + spell level) to determine whether all magic auras originate from a magic item or an actual spell that has been cast. You may take a standard action and make a spellcraft check (DC 25 + spell level) to concentrate on a single aura and determine the exact spell that produces the aura, as long as you have already identified the school of the spell in question.
Finally, your caster level for the Detect Magic, Arcane Sight or Greater Arcane Sight spells is increased by +1.[/sblock]
 

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I really like what you have presented conceptually, but am not sure as to how balanced it might be.

Also: as per the Crown of Suppression, I'd change it to Halo of Suppression and have it manifest as such with a temporary ioun stone called in to do the job of the ruby.

I suggest so a to leave the head slot free and clear for other magic items.
 

Actually, Crown of Suppression is based off of the other Crown of... spells in the Player's Handbook II. They all had similar effects; +2 bonus to something, discharge for a +8 bonus to something.

As for the balance, mind telling me exactly which parts you might be worried about? I need to know exactly what the potential problems are before I can try and fix them. Thanks.
 

Originally posted by DogBackward
]Actually, Crown of Suppression is based off of the other Crown of... spells in the Player's Handbook II. They all had similar effects; +2 bonus to something, discharge for a +8 bonus to something.
Yeah, well persoanlly I dislike the physical manifestation. I've house ruled those spells to be "Halo of' spells and changed the text a little bit to reflect this.


Originally posted by DogBackward
As for the balance, mind telling me exactly which parts you might be worried about? I need to know exactly what the potential problems are before I can try and fix them. Thanks.
There might be an issue with balance. But all I'm trying to say is that I don't have an eye for seeing problems with balance, unless an alarm-bell goes off in my head. I'm getting no alarm-bells from spells and feat.
 

Okay, I see. Well, I actually like the theme of the crown spells, essentially creating a minor magic item. I think I'll go ahead and keep that. Thanks, though.
 


I'm working out a sorceror based almost exclusively on manipulating raw magical energy. I've even gone so far as to take Nystul's Magical Aura as one of my precious few spells. The character is generally based on detecting, dispelling and manipulating magic.
You should check this out. It's a PrC called the Spellweaver; they can "see and manipulate individual threads of magic, weaving them together to cast their spells, create items of magical energy, and combine existing spells to achieve a greater effect." (from the intro text)

There's also a lot of other things on the site (under Spells and Magic) that might interest you and work well in a high-magic campaign; some of them are linked in the Spellweaver class.

As for the spells... I realize crown of suppression is based off the other spells in the PHB 2, but it seems a little... strange. I can't put my finger on it exactly; it's not unbalanced, but I guess the parts about giving bonuses to identify and dispel spells, while technically related, just don't mesh right.

Suppress magic is pretty cool - I did the same thing with antimagic field.

As for the feat... that's a lot of benefits. Way too many for the prereqs, certainly, and too many for a feat in general, not to mention the part about being able to identify specific spells already falls under greater arcane sight, a L7 spell.

If you limited this feat to a +2 bonus to Spellcraft checks to ID spells, and +1 level when using detect magic/(greater) arcane sight, this would be a good feat - lower the prereqs (ditch the spells - no feat uses the ability to cast specific spells as a prereq) to around Spellcraft 6 ranks and Knowledge (arcana) 3 ranks.
 

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