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Author Topic: Black mirrors and antimagic field.  (Read 3644 times)
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Spell Energy / Taint +0/-0
Posts: 10

« on: March 14, 2015, 11:45:23 PM »

so i have two channelers in the game i am running and they have come up with a plan to destroy black mirrors and survive, or at least give them a good chance, using antimagic field as a literal shield shield agaisnt the cascade of chaotic arcane energy released when a black mirror is destroyed.

honestly i cant fault their logic. RAW it does say "a volatile release of arcane energies" implying that an antimagic field should at least have some effect. i dont want to just veto the idea but maybe being in an antimagic field inside the killzone halves the damage taken from the mirrors destruction or converts half to nonlethal damage. what do you guys think?

having though about all the possibilities in detail i rather like the idea of a mission to destroy a mirror, the PC's survive but are significantly weakened, and have to get out of a city filled with fell and soulreaved, and all the while the pc's would know it was their actions that killed thousands of people. then a cat and mouse game fleeing to erethor and relative safety. could be cool.
Luiniel Blades
Avatar of the Witch Queen

Spell Energy / Taint +4/-0
Gender: Male
Posts: 1,586

"Inch towards daylight"

« Reply #1 on: March 15, 2015, 02:08:35 AM »

Destroying a Black mirror is quite a trick to pull off, getting out alive afterward is another. Managing to be an 11th level Channeler outside of Erethor or the Kaladruns in occupied Erenland is just impressive.

What's interesting here is that they are both Channelers so you can play with some variations on effects here. I'm generally in the camp of rewarding players ingenuity, so if you want their idea to work but not be completely effective I'd recommend giving them an option, either:

A.) They just let the anti-magic field cut the damage in half but still allow themselves to overcharge with Spell Energy since they're literally at ground zero of a spell energy nuke. The benefit: is they completely fill up their maximum amount of Spell Energy plus a bonus amount equal to their ability casting modifiers. The downside: they forgo their save and take half damage.

B.) They can guard themselves against the explosion with a reflex/will save, (I don't remember exactly what kind of save it is) in addition to the anti-magic fields effects. Benefit: This will give them a +8 bonus to their saves for 1/4 the damage from the explosion. Downside: They will only refill their magic to full.

Granted, it is likely they will both go for the much safer option B, but even with the +8 to their save it's not a guarantee. I find in Midnight Channelers don't get very many chances to shine so if they're being so bold about it, then I say let them go out with a bang.

Either way they still have to deal with the fallout of their actions and are immediately moved up several steps on the Shadows hit list. Not to mention attracting the attention of every Legate with an Astirax in a 300 mile radius.

Currently reading: Brandon Sanderson's Mistborn series; The Hero of Ages.

Spell Energy / Taint +3/-0
Posts: 35

« Reply #2 on: March 15, 2015, 04:49:09 AM »

I think you should let them try it
they have to get in the temple, get rid of the opposition, and cast the spell in time, not an easy trick to pull of
The anti magic shield should protect them from the magical deflagration. Should be an epic scene, the reality tearing apart, teh PJs falling to their knees as the Dark Gods himself seems to be yelling, and everything around them is vitrified... And then the stones begin to rain on them. let them succeed on this, but not unscathed. Make them run for their lives, require Will save to keep their wits as the world is crumbling on them. (oh, and make magic unavailable until they are out of the temple, they did cause a major magic upheaval after all)
And after let them deal with the consequences Wink
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