Essence Bane

robjh

First Post
A rule to limit magic use. Let me know what you think. :)

The condition of essence bane occurs whenever a creature has activated magic that is more powerful than she is capable of handling at one time. Essence bane can occur when a spell caster is maintaining a total number of spell levels greater than their caster level. It can also occur whenever a creature currently has active magic with a market value greater than normal for an NPC with the same class level.

Checks for essence bane occur once each day that a creature has exceeded the above specified limits. The essence bane check is a Will check with a DC equal to 10 + essence bane points + excess magic class levels. Each creature has a base number of essence bane points equal to zero. Each time the essence bane check is failed, a creature gains an additional point.

The excess magic class levels is the maximum number of levels during the course of the day that the creature exceeded their caster level in total spell levels being maintain, or the maximum number of NPC levels by which the value of the activated items exceeds the current class levels, whichever is greater.

Creatures with spell resistance can use the same resistance to avoid failing their essence bane check. A roll of 1d20 + excess magic class levels at or below the spell resistance level will negate the essence bane check.

Each point of essence bane gives a cumulative -1 penalty to all saves versus spells or spell-like effects. This is in addition to any other modifiers to saves. Whenever a creature gains an essence bane point, it also suffers a +25% increase to arcane spell casting check for a period of 1d4 days. The creature is also nauseated for the same period whenever it activates or employs a magic item.

Eliminating a single point of essence bane is a difficult task requiring complete avoidance of all forms of magic for a period of 1d6 months. Any direct exposure to magic during this period will automatically negate the attempt, and the creature must start over. This includes the use of spells, spell-like abilities, or magical items.
 

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robjh said:
A rule to limit magic use. Let me know what you think. :)

The condition of essence bane occurs whenever a creature has activated magic that is more powerful than she is capable of handling at one time. Essence bane can occur when a spell caster is maintaining a total number of spell levels greater than their caster level. It can also occur whenever a creature currently has active magic with a market value greater than normal for an NPC with the same class level.

Checks for essence bane occur once each day that a creature has exceeded the above specified limits. The essence bane check is a Will check with a DC equal to 10 + essence bane points + excess magic class levels. Each creature has a base number of essence bane points equal to zero. Each time the essence bane check is failed, a creature gains an additional point.

The excess magic class levels is the maximum number of levels during the course of the day that the creature exceeded their caster level in total spell levels being maintain, or the maximum number of NPC levels by which the value of the activated items exceeds the current class levels, whichever is greater.

Creatures with spell resistance can use the same resistance to avoid failing their essence bane check. A roll of 1d20 + excess magic class levels at or below the spell resistance level will negate the essence bane check.

Each point of essence bane gives a cumulative -1 penalty to all saves versus spells or spell-like effects. This is in addition to any other modifiers to saves. Whenever a creature gains an essence bane point, it also suffers a +25% increase to arcane spell casting check for a period of 1d4 days. The creature is also nauseated for the same period whenever it activates or employs a magic item.

Eliminating a single point of essence bane is a difficult task requiring complete avoidance of all forms of magic for a period of 1d6 months. Any direct exposure to magic during this period will automatically negate the attempt, and the creature must start over. This includes the use of spells, spell-like abilities, or magical items.


Hrmm..
Two thoughts
1) I like the base idea.
2) The mechanics involved seem too harsh.
 

A few brief comments:

1. It won't succeed in its stated goal.

The reason is that it punishes only certain kinds of magic use. You can cast flame strikes or magic missiles all day and never face an essence bane test because, being instantaneous spells, the caster never has to maintain them.

On the other hand, summoners--especially druids--, enchanters, abjurers, etc. regularly cast boatloads of spells with durations. So, for instance, if the sixth level druid in a large fight has cast Greater Magic Fang and barkskin on his animal companion, he will face an essence bane test as soon as he spontaneously casts any summoning spell above first level.

Similarly, a wizard who casts false life on himself, haste on the party, and then casts Hold Person, Tasha's Hideous Laughter or Slow on his foes will face an essence bane test. OTOH, a wizard who casts Flaming Sphere and then casts two fireballs and a quickened magic missile will not.

2. For any of the other goals, the amount of bookkeeping is mind-boggling. For instance, let's take a 12th level fighter. Coming upon an advanced two-headed dire snake of legend, he activates his flaming sword. (Assuming that basic non-activated items like his +3 fullplate of moderate fortification and his +4 belt of giant strength don't count against his essence bane limit--if they do, he's already screwed). Immediate question: how much does the +2 flaming ghost touch sword count as? Is it 6000gp (the cost of adding flaming to a +1 weapon), 16,000gp (the cost of adding flaming to a +2 ghost touch weapon), or 32,315gp (the entire cost of the fighter's +2 flaming ghost touch longsword)? OK, let's assume we get that figured out. After seeing the snake poison and constrict the ranger's animal companion to death, the fighter decides to pull a potion of neutralize poison (750gp) and drink it. Presumably it now counts as activated. But is it's value 750gp (a potion) or 360gp (the PHb cost of a neutralize poison spell cast by a 12th level druid)? If so, why the dramatic difference? So, this round, we add up the total and it hits 33,065gp (the cost of the sword and the potion). Noticing the improved grab ability of the snake, the druid casts Freedom of Movement on the fighter. The PHb says that spell would cost 480gp to have cast. However, if it were a ring, it would be 40,000gp. (Again, why the difference? And when does the ring count as active--when worn or just when it helps the fighter escape a grapple check). Dutifully following your formula, we reach 33,545gp. The party's wizard realizes that this could be a tough fight and casts haste. That's another 360gp. Total is now at 33,905gp. Then the snake's villainous master strikes the party with a dispel magic. It gets the neutralize poison potion, so the fighter's total goes down to 33,155gp. Then it's the snake's turn. It moves up and attacks the fighter. The fighter's player looks up from his frantic scribbling of gp values and makes a fort save, begins to make a grapple check, and is reminded that he has freedom of movement active so he doesn't need to. Now the fighter gets to go again. He looks up the NPC gear value for a 12th level NPC, compares his active effects to that, makes the appropriate saves, and then does the rest of his turn.

In one single stroke, you have at least doubled the amount of book-keeping (probably more like quadrupled since every spell needs to be cost-calculated by the recipient and the number of levels marked off by the caster) and added more dice rolling to combat.

3. The proposed system seems needlessly harsh. Why limit fighters, etc to an NPC's wealth level in active magic? (Assuming we can figure out what's active and what's not?) Is it better for fighters to have an adamantium sword than a +1 sword? Do you want characters to avoid items like wings of flying, boots of speed, and medallions of thoughts in favor of +x swords and shields or pearls of power or necklaces of prayer beads (which are probably the best candidates for passive magic items)?

For that matter, why is the system so much harsher on wizards and sorcerors (+25% ASF) than it is on clerics and druids (for whom ASF is meaningless)?

And Nauseated for 1d4 days every time they try to activate a magic item?!? Since they get no standard actions, you might as well tell players "go home, your character won't be able to do anything for another 1d4 days of game time."
 

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