[MOTW] Forsakers and Anti-magic


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The forsaker would not necessarily destroy the item.

Why? Because he has no way to tell that it is magic. The same applies for practically any item which doesn't have an obvious, flashy, "I am magic, fear me" use.

Grog no see magic.

Grog no need to smash anything.

Grog no get damage reduction.
 

I do not know any sources but I think you are just trying to go cheesy with your forsaker.

Before you sling accusations, you should ask as to the nature of the inquiry. I do not have a Forsaker character with which to "go cheesy." I have a player that was, indeed, attempting this powerful combination and I was looking for a rules-related explanation rather than a role-playing based argument as to why the combination would or would not work.

I don't expect people to read my previous threads, but if you do so, it becomes immediately apparent that I am the enemy of needless "cheese." And if there were natural antimagic substances that I could entice my characters to pursue in the name of plot development, as some people chose to helpfully suggest, then I would much rather my players have a strong story-enhancing reason to find the substance than a min-maxing one.

Thank you for your opinion; it has indicated that I should better explain my reason for asking questions. But, alas, you are wrong. :p
 


I think the whole anti-magic magic item fits nicely into the whole "temptation to use and corruption by magic..." theme of the forsaker class. Magic is evil, corrupts the users of and taints them. The forsaker would know that something that takes away magic in the area around him is some kind of magical effect/device. And would forgo its use to remain on the straight and narrow. It sounds more like to me the player is using the "roleplay" of the character as the reasoning behind the items use ("magic bad, rock take magic away...good rock!" and there in lies the temptation of this "evil" magic item...;) ) . By the rules the forsaker cannot use a magic item or suffer the loss of their abilities, period. Unwitting use get a slap on the wrist and one week of zero-abilities, that should clue the PC in on what is what.

"Hmmm, I don't feel so good, kinda weak. Owwhh, maybe this rock is cursed? Hmmm, this rock with the words: 'Ant Im a Gic'. What's a gic?". *scratches head and tosses rock over shoulder*

So far I only see a rules and roleplay reasons why the PC could NOT use the anti-magic item. *shrug*
 

So far I only see a rules and roleplay reasons why the PC could NOT use the anti-magic item. *shrug*

You and I seem to be of the same school of thought, and I'm glad to see a condensed summary of the counter-argument to "yuh... antimagic good." I still plan to allow for some naturally occuring, magic-suppressing substance of some sort, but it'll be an integrative story goal if the player opts for it.

I'll be sure to point my player to your post for the anecdote.
:D
 

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