Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Nonmagical ways of defeating a sorcerer
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Plane Sailing" data-source="post: 1063688" data-attributes="member: 114"><p>For a more direct reply in the spirit of the question - d20Modern has a whole range of special weaknesses for supernatural creatures, and you could find some useful ones amongst them</p><p></p><p>From the SRD</p><p></p><p></p><p></p><p><strong>Creature Weaknesses</strong></p><p>Although a creature’s type and species determine many of its traits and abilities, GMs are encouraged to alter a creature’s physiology, behavior, abilities, tactics, and defenses when it serves the story or to confound players who think they know everything about their opponents. </p><p></p><p>The rules provided allow GMs to build custom monsters and ascribe special qualities to them. When designing a creature, the GM should also think of ways the creature can be defeated. From the heroes’ point of view, a creature’s weaknesses are more important than its abilities. Assigning weaknesses to creatures gives under-powered or poorly equipped heroes a fighting chance.</p><p></p><p>Table: Sources of Weakness lists many sources to which a creature may be vulnerable. A source can be a specific object, location, substance, sound, sensation, or activity. How the creature interacts with a source of weakness is left up to the GM, although most sources must be in close proximity to the creature (if not touching the creature) to affect it. GMs may roll randomly on the table, choose a source that suits the creature, or devise their own.</p><p></p><p><strong>Source Effects</strong></p><p></p><p>After determining a creature’s source of weakness, the GM needs to decide how the creature reacts when confronted by the source. Pick an effect that seems appropriate for the creature and the source.</p><p></p><p>A creature gets either a Fortitude or Will saving throw to overcome or resist the source of weakness; the DC of the save varies depending on the source’s strength:</p><p></p><p>Strength of Source Save DC</p><p>Easily resistible 10</p><p>Moderate 15</p><p>Strong 20</p><p>Overpowering 25</p><p></p><p>Creatures usually react to a source of weakness in one of six ways:</p><p></p><p><strong>Addiction: </strong>The creature is compelled to ingest, imbibe, or inhale the source. The source must be within 5 feet of the creature to affect it. On a successful Will save, the creature negates the compulsion. On a failed save, the creature spends a full-round action indulging its addiction, then may resume normal actions while suffering one or more of the following effects (GM’s choice):</p><p></p><p>• Creature takes a –2 penalty to Dexterity and Wisdom.</p><p>• Creature takes a –2 penalty on attack rolls and skill checks.</p><p>• Creature loses 10% of its current hit points.</p><p>• Blindness: The creature has a 50% miss chance in combat, loses any Dexterity bonus to Defense, moves at half speed, takes a –4 penalty on Strength and Dexterity-based skills, and cannot make Spot checks. Foes gain a +2 bonus on attack rolls to hit the creature.</p><p>• Deafness: The creature takes a –4 penalty to initiative checks and has a 20% chance of spell failure when casting spells with verbal components. The creature cannot make Listen checks.</p><p>• Creature loses one of its extraordinary, supernatural, or spell-like special qualities.</p><p></p><p>Each effect lasts 1d4 hours. Even creatures immune to mind-affecting effects are susceptible to a source-induced addiction.</p><p></p><p><strong>Attraction: </strong>The creature is compelled to move as fast as it can toward the source. On a successful Will save, the creature resists the compulsion. On a failed save, the creature moves toward the source at its maximum speed, taking the safest and most direct route. Once it reaches the source, the compelled creature seeks to possess it. If the source isn’t something the creature can easily possess, it gets a new save every round to break the compulsion.</p><p></p><p>Even creatures immune to mind-affecting effects are susceptible to a source-induced attraction.</p><p></p><p><strong>Aversion: </strong>The creature finds the source repellant. On a failed save, the creature cannot approach or remain within 1d4 x10 feet of it. In the case of traveling sounds, the creature moves away from the source as fast as it can, stopping only when it can no longer hear it. On a successful Will save, the creature overcomes its aversion and may approach the source freely.</p><p></p><p>A repelled creature that cannot move the requisite distance from the source suffers one or more of the following effects (GM’s choice):</p><p></p><p>• Creature takes a –2 morale penalty to Strength and Dexterity.</p><p>• Creature takes a –2 morale penalty on attack rolls, damage rolls, and skill checks.</p><p>• Creature takes a –2 penalty to Defense.</p><p>• Blindness: See Addiction, above.</p><p>• Deafness: See Addiction, above.</p><p>• Creature loses one of its extraordinary, supernatural or spell-like special qualities.</p><p></p><p>Each effect lasts until the creature leaves the affected area and for 1d4 rounds afterward. Even creatures immune to mind-affecting effects are susceptible to a source-induced aversion.</p><p></p><p><strong>Fascination:</strong> The creature finds the source fascinating and ceases all attacks and movement upon seeing, hearing, smelling, or otherwise perceiving it. On a successful Will save, the creature negates the fascination and can act normally. On a failed Will save, the creature can take no actions, and foes gain a +2 bonus on attack rolls against the creature. Any time the creature is attacked or takes damage, it gets a new save to negate the fascination. Otherwise, the fascination lasts as long as the creature can see, hear, smell, or otherwise perceive the source.</p><p>Even creatures immune to mind-affecting effects are susceptible to a source-induced fascination.</p><p></p><p><strong>Fear: </strong>The creature is frightened by the source. If it fails its Will save, the creature flees from the source as fast as it can. If unable to flee, the creature takes a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws. On a successful save, the creature overcomes the fear and can approach the source or otherwise act without penalty.</p><p></p><p>Even creatures immune to mind-affecting effects are susceptible to a source-induced fear.</p><p></p><p><strong>Harm: </strong>Contact with the source or proximity to the source harms the creature in some fashion. On a successful Fortitude save, the creature negates the effect or, in the case of instant death or disintegration, takes damage instead. GMs may choose one of the following effects or invent their own:</p><p></p><p>• Blindness and deafness: See Addiction, above. The blindness and deafness last 1d4 hours.</p><p>• Creature loses all of its supernatural and spell-like special qualities.</p><p>• Creature is turned to stone instantly.</p><p>• Creature loses 50% of its current hit points.</p><p>• Creature drops dead. On a successful save, the creature takes 3d6+15 points of damage instead.</p><p>• Creature is disintegrated. On a successful save, the creature takes 5d6 points of damage instead.</p><p>Even creatures immune to effects that require Fortitude saves are susceptible to source-induced harm.</p><p></p><p>Table: Sources of Weakness</p><p>d% Source</p><p>01 Alcohol or moonshine</p><p>02 Amber</p><p>03 Animated cartoons</p><p>04 Archways</p><p>05–06 Bells or chimes</p><p>07 Books written by William Blake</p><p>08 Bunnies</p><p>09–10 Cancerous organs</p><p>11 Carbonated soft drinks</p><p>12–13 Cats</p><p>14 Chrome</p><p>15–16 Classical music</p><p>17 Clocks</p><p>18 Clowns</p><p>19 Cocaine</p><p>20–21 Country music</p><p>22–23 Crosses or crucifixes</p><p>24 Crows</p><p>25 Dogs</p><p>26 Elvis Presley memorabilia</p><p>27 Fast cars</p><p>28 Fast foods</p><p>29–30 Fluorescent lights</p><p>31 Games of chance</p><p>32 Gold or iron pyrite (fool’s gold)</p><p>33 Grave dirt</p><p>34–35 Heavy metal music</p><p>36–37 Holy symbols</p><p>38–39 Holy water</p><p>40 Hospitals</p><p>41 Ice cream</p><p>42 Insecticide (DDT)</p><p>43 Jack o’-lanterns</p><p>44 Keys</p><p>45–46 Laughter of children</p><p>47 Laundry detergent</p><p>48 Lavender</p><p>49 Lilac-scented candles</p><p>50 Mathematical equations</p><p>51 Morphine</p><p>52–53 Nerve gas</p><p>54 Nitrous oxide (laughing gas)</p><p>55 Novocaine</p><p>56–57 Number “8”</p><p>58 Pearls</p><p>59 Penicillin</p><p>60 Photo flashes</p><p>61–62 Plastic or vinyl</p><p>63–64 Played violin or electric guitar</p><p>65 Playgrounds</p><p>66–67 Plutonium</p><p>68 Poppies</p><p>69 Pulsing strobe lights</p><p>70–71 Radiation</p><p>72 Radio waves</p><p>73 Rubber</p><p>74 Running water</p><p>75–76 Silver</p><p>77 Sodium benzoate (food preservative)</p><p>78–79 Sodium chloride (salt)</p><p>80–81 Specific phrase or word</p><p>82 Specific song</p><p>83 Spoken Latin</p><p>84 Stuffed animals</p><p>85 Sumerian or Egyptian hieroglyphs</p><p>86–87 Sunlight</p><p>88–89 The Bible</p><p>90 Tinfoil</p><p>91–92 Toxic waste</p><p>93–94 Triangles</p><p>95 Television infomercials</p><p>96 Television static</p><p>97–98 White rice</p><p>99–100 X-rays</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1063688, member: 114"] For a more direct reply in the spirit of the question - d20Modern has a whole range of special weaknesses for supernatural creatures, and you could find some useful ones amongst them From the SRD [b]Creature Weaknesses[/b] Although a creature’s type and species determine many of its traits and abilities, GMs are encouraged to alter a creature’s physiology, behavior, abilities, tactics, and defenses when it serves the story or to confound players who think they know everything about their opponents. The rules provided allow GMs to build custom monsters and ascribe special qualities to them. When designing a creature, the GM should also think of ways the creature can be defeated. From the heroes’ point of view, a creature’s weaknesses are more important than its abilities. Assigning weaknesses to creatures gives under-powered or poorly equipped heroes a fighting chance. Table: Sources of Weakness lists many sources to which a creature may be vulnerable. A source can be a specific object, location, substance, sound, sensation, or activity. How the creature interacts with a source of weakness is left up to the GM, although most sources must be in close proximity to the creature (if not touching the creature) to affect it. GMs may roll randomly on the table, choose a source that suits the creature, or devise their own. [b]Source Effects[/b] After determining a creature’s source of weakness, the GM needs to decide how the creature reacts when confronted by the source. Pick an effect that seems appropriate for the creature and the source. A creature gets either a Fortitude or Will saving throw to overcome or resist the source of weakness; the DC of the save varies depending on the source’s strength: Strength of Source Save DC Easily resistible 10 Moderate 15 Strong 20 Overpowering 25 Creatures usually react to a source of weakness in one of six ways: [b]Addiction: [/b]The creature is compelled to ingest, imbibe, or inhale the source. The source must be within 5 feet of the creature to affect it. On a successful Will save, the creature negates the compulsion. On a failed save, the creature spends a full-round action indulging its addiction, then may resume normal actions while suffering one or more of the following effects (GM’s choice): • Creature takes a –2 penalty to Dexterity and Wisdom. • Creature takes a –2 penalty on attack rolls and skill checks. • Creature loses 10% of its current hit points. • Blindness: The creature has a 50% miss chance in combat, loses any Dexterity bonus to Defense, moves at half speed, takes a –4 penalty on Strength and Dexterity-based skills, and cannot make Spot checks. Foes gain a +2 bonus on attack rolls to hit the creature. • Deafness: The creature takes a –4 penalty to initiative checks and has a 20% chance of spell failure when casting spells with verbal components. The creature cannot make Listen checks. • Creature loses one of its extraordinary, supernatural, or spell-like special qualities. Each effect lasts 1d4 hours. Even creatures immune to mind-affecting effects are susceptible to a source-induced addiction. [b]Attraction: [/b]The creature is compelled to move as fast as it can toward the source. On a successful Will save, the creature resists the compulsion. On a failed save, the creature moves toward the source at its maximum speed, taking the safest and most direct route. Once it reaches the source, the compelled creature seeks to possess it. If the source isn’t something the creature can easily possess, it gets a new save every round to break the compulsion. Even creatures immune to mind-affecting effects are susceptible to a source-induced attraction. [b]Aversion: [/b]The creature finds the source repellant. On a failed save, the creature cannot approach or remain within 1d4 x10 feet of it. In the case of traveling sounds, the creature moves away from the source as fast as it can, stopping only when it can no longer hear it. On a successful Will save, the creature overcomes its aversion and may approach the source freely. A repelled creature that cannot move the requisite distance from the source suffers one or more of the following effects (GM’s choice): • Creature takes a –2 morale penalty to Strength and Dexterity. • Creature takes a –2 morale penalty on attack rolls, damage rolls, and skill checks. • Creature takes a –2 penalty to Defense. • Blindness: See Addiction, above. • Deafness: See Addiction, above. • Creature loses one of its extraordinary, supernatural or spell-like special qualities. Each effect lasts until the creature leaves the affected area and for 1d4 rounds afterward. Even creatures immune to mind-affecting effects are susceptible to a source-induced aversion. [b]Fascination:[/b] The creature finds the source fascinating and ceases all attacks and movement upon seeing, hearing, smelling, or otherwise perceiving it. On a successful Will save, the creature negates the fascination and can act normally. On a failed Will save, the creature can take no actions, and foes gain a +2 bonus on attack rolls against the creature. Any time the creature is attacked or takes damage, it gets a new save to negate the fascination. Otherwise, the fascination lasts as long as the creature can see, hear, smell, or otherwise perceive the source. Even creatures immune to mind-affecting effects are susceptible to a source-induced fascination. [b]Fear: [/b]The creature is frightened by the source. If it fails its Will save, the creature flees from the source as fast as it can. If unable to flee, the creature takes a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws. On a successful save, the creature overcomes the fear and can approach the source or otherwise act without penalty. Even creatures immune to mind-affecting effects are susceptible to a source-induced fear. [b]Harm: [/b]Contact with the source or proximity to the source harms the creature in some fashion. On a successful Fortitude save, the creature negates the effect or, in the case of instant death or disintegration, takes damage instead. GMs may choose one of the following effects or invent their own: • Blindness and deafness: See Addiction, above. The blindness and deafness last 1d4 hours. • Creature loses all of its supernatural and spell-like special qualities. • Creature is turned to stone instantly. • Creature loses 50% of its current hit points. • Creature drops dead. On a successful save, the creature takes 3d6+15 points of damage instead. • Creature is disintegrated. On a successful save, the creature takes 5d6 points of damage instead. Even creatures immune to effects that require Fortitude saves are susceptible to source-induced harm. Table: Sources of Weakness d% Source 01 Alcohol or moonshine 02 Amber 03 Animated cartoons 04 Archways 05–06 Bells or chimes 07 Books written by William Blake 08 Bunnies 09–10 Cancerous organs 11 Carbonated soft drinks 12–13 Cats 14 Chrome 15–16 Classical music 17 Clocks 18 Clowns 19 Cocaine 20–21 Country music 22–23 Crosses or crucifixes 24 Crows 25 Dogs 26 Elvis Presley memorabilia 27 Fast cars 28 Fast foods 29–30 Fluorescent lights 31 Games of chance 32 Gold or iron pyrite (fool’s gold) 33 Grave dirt 34–35 Heavy metal music 36–37 Holy symbols 38–39 Holy water 40 Hospitals 41 Ice cream 42 Insecticide (DDT) 43 Jack o’-lanterns 44 Keys 45–46 Laughter of children 47 Laundry detergent 48 Lavender 49 Lilac-scented candles 50 Mathematical equations 51 Morphine 52–53 Nerve gas 54 Nitrous oxide (laughing gas) 55 Novocaine 56–57 Number “8” 58 Pearls 59 Penicillin 60 Photo flashes 61–62 Plastic or vinyl 63–64 Played violin or electric guitar 65 Playgrounds 66–67 Plutonium 68 Poppies 69 Pulsing strobe lights 70–71 Radiation 72 Radio waves 73 Rubber 74 Running water 75–76 Silver 77 Sodium benzoate (food preservative) 78–79 Sodium chloride (salt) 80–81 Specific phrase or word 82 Specific song 83 Spoken Latin 84 Stuffed animals 85 Sumerian or Egyptian hieroglyphs 86–87 Sunlight 88–89 The Bible 90 Tinfoil 91–92 Toxic waste 93–94 Triangles 95 Television infomercials 96 Television static 97–98 White rice 99–100 X-rays [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Nonmagical ways of defeating a sorcerer
Top