Author Topic: Drunnbar Anti-Magic  (Read 5037 times)

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9420
    • View Profile
    • Habololy
Re: Drunnbar Anti-Magic
« Reply #15 on: July 27, 2012, 11:09:45 PM »
Null Field: As a free action, the cleric can activate an arcane null field around him with a 10 foot radius.  Once in the next round, the cleric can attempt to end or negate the effects of one arcane spell.  A roll is made in a similar way to a dispel, where the cleric must roll 2d6 + cleric level + Charisma modifier against 11+caster level of the targeted spell.  The cleric must be conscious and aware of the spell in order to negate it.

Unless anyone has any complaints, this is what we will go with.
The hand that rolls the Dice rules the world.

Offline Zunder

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1648
  • no one is youer then you
    • View Profile
Re: Drunnbar Anti-Magic
« Reply #16 on: July 27, 2012, 11:51:12 PM »
Null Field: As a free action, the cleric can activate an arcane null field around him with a 10 foot radius.  Once in the next round, the cleric can attempt to end or negate the effects of one arcane spell.  A roll is made in a similar way to a dispel, where the cleric must roll 2d6 + cleric level + Charisma modifier against 11+caster level of the targeted spell.  The cleric must be conscious and aware of the spell in order to negate it.

Unless anyone has any complaints, this is what we will go with.


I would say the radius should increase a foot every level?

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9420
    • View Profile
    • Habololy
Re: Drunnbar Anti-Magic
« Reply #17 on: September 13, 2012, 01:42:02 PM »
Null Field: As a free action, the cleric can activate an arcane null field around him with a radius of 5 feet per cleric level.  Once in the next round, the cleric can attempt to end or negate the effects of one arcane spell.  A roll is made in a similar way to a dispel, where the cleric must roll 2d6 + cleric level + Charisma modifier against 11 + caster level of the targeted spell.  The cleric must be conscious and aware of the spell in order to negate it.  The cleric may use this ability 3 + his Charisma modifier times per day.
The hand that rolls the Dice rules the world.