Questions about how to do an antimagic effect

Cartolis

First Post
Hello all,
I am planning on introducing the darkstone element from the darksword trilogy to my forgotten realms game but I am unsure how to do the mechanics.

my current plan is to do it like this.

darkstone:
darkstone is a metallic ore that when refined has several unique properties. the most notable propertie of darkstone is that once refined the metal creates a dead magic area around the object.
no magic can affect the metal directly, though it can be affected by indirect means such as raising the tempature around the area or magically creating acid and then pouring it on the item.

weapons made from darkstone are as strong as steel and have all the same properties as steel. (maleability, melting point, rusting and so on)

the second property of the darkstone that bears mention is that weapons and armor forged from it are usefull against magical creatures. darkstone weapons are able to hit magical creatures regardless of any damage reduction while magical beasts find it nearly impossible to kill someone wearing darkstone armor.

the third property of the darkstone, both in its raw state and its refined form is that the presence of the mineral slowly poisons the user and after several months will render them "magically barren"

each month that passes a darkstone wielder must make a fort save at dc 15+ 2 per month. failing the save 3 months in a row leaves the character completely immune to all magical effects. no magic will function on or for the user. the poison will also have an effect on the users health causing them to become sick. once the user is poisoned they must make a fort save at dc15+2 per month of exposuer. if they fail this check they lost one point of constitution. there is no known cure.


I know that this might be a bit unbalancing so I was looking for input and possible alternatives for the implementation of the stuff.

any ideas?
thanks
 
Last edited:

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