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General Tabletop Discussion
*Dungeons & Dragons
Casters vs Martials: Part 2 - The Mundane Limit
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<blockquote data-quote="Scars Unseen" data-source="post: 8495949" data-attributes="member: 10196"><p>So there're two ways I could see this ability going: the fully mundane or an ability based partially in augmentation. Keep in mind this is all conceptual, not reliant on any particular edition or ruleset.</p><p></p><p>The first: following the logic that if magic can affect the world, then the world must also be able to affect magic (how else would you be able to cast a spell in the first place?), the user of this ability has conceived of a method to disrupt magical effects before they fully take hold, causing spells and spell-like abilities to fizzle out and fail after they are cast, but before the effect takes place. The target spell must have an effect that is visible in order to successfully disrupt it, and the user of this ability must be within the spell's intended area of effect.</p><p></p><p>This version would be a defensive reaction type of ability, meant to represent training and experience alone. Just like some spells cannot breach cover, this ability is an effective ward against spells that the user can perceive.</p><p></p><p>The second: In the fight against the supernatural, the user of this ability has developed a method for seeking out and dispelling magical effects. They are able to find the link tethering an spell to the world and sever it, breaking whatever effect it had. In order to use this ability, the user must have some method of detecting magic, be it from a spell or magic item, and must be using a weapon enchanted with magic.</p><p></p><p>This version is more powerful, but rather than being a representation of training alone, it is a heightened ability to use tools for unintended purposes. It is given a plausible explanation for why the user can affect spells that aren't physical in effect without requiring that the user themself be trained in the arcane.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 8495949, member: 10196"] So there're two ways I could see this ability going: the fully mundane or an ability based partially in augmentation. Keep in mind this is all conceptual, not reliant on any particular edition or ruleset. The first: following the logic that if magic can affect the world, then the world must also be able to affect magic (how else would you be able to cast a spell in the first place?), the user of this ability has conceived of a method to disrupt magical effects before they fully take hold, causing spells and spell-like abilities to fizzle out and fail after they are cast, but before the effect takes place. The target spell must have an effect that is visible in order to successfully disrupt it, and the user of this ability must be within the spell's intended area of effect. This version would be a defensive reaction type of ability, meant to represent training and experience alone. Just like some spells cannot breach cover, this ability is an effective ward against spells that the user can perceive. The second: In the fight against the supernatural, the user of this ability has developed a method for seeking out and dispelling magical effects. They are able to find the link tethering an spell to the world and sever it, breaking whatever effect it had. In order to use this ability, the user must have some method of detecting magic, be it from a spell or magic item, and must be using a weapon enchanted with magic. This version is more powerful, but rather than being a representation of training alone, it is a heightened ability to use tools for unintended purposes. It is given a plausible explanation for why the user can affect spells that aren't physical in effect without requiring that the user themself be trained in the arcane. [/QUOTE]
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Casters vs Martials: Part 2 - The Mundane Limit
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