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wintersjackson
2013-12-17, 07:24 AM
This is a little experiment based on the concepts of Void dragons- dragons that have been apart from magic and the elements for so long that it has permeated their very being. Seeing as I have no experience actually designing creatures, I thought I'd start with the thing that makes them most interesting- a constant, large area affect that doesn't disable casters, but makes them think before they cast and hopefully adapt their strategies accordingly. Help would be appreciated pointing out any areas I've missed or that seem particularly unbalanced, as well as comments on improvements.

The Barabbian Dragons using this would make heavy use of concealment, misdirection, and ambush tactics.

Lesser Barabbas Field (Ex)
Duration: Constant
Range: 240ft sphere
Saving throw: None
Spell resistance: None

This aura overlays an area of the Barabbas, a realm anathema to magic, with the Caster’s location. While the aura is active, certain affects will occur to anyone accessing multiple forms of magic.

Divine: A Divine spell cast within the aura will have its duration reduced by one category (Days becoming hours becoming minutes becoming rounds), with durations measured in rounds divided by ten to no less than 1 round and durations of 1 day or more being reduced to 1 hour. A divine spell with a duration of instantaneous is not affected and one with a duration of concentration is reduced to a maximum of two rounds. If an object or character affected by Divine magic with a duration greater than instantaneous enters the aura, the duration of the effects are similarly reduced.

Arcane: An Arcane spell cast within the aura will damage the caster 1d6 for every level of the spell cast after metamagic (if any) has been applied. This damage is typeless and not subject to saves, spell resistance, or damage reduction. Any character subject to an Arcane spell upon entering the field will be subject to damage as if the spell had been recast and the effect will be affected as if by Dispell magic at the beginning of the character's first round within the field.

Psionics: Any Psionics with a range of self and a duration of more than instantaneous cast within the range of the aura will have their duration halved and reduced to no less than one round. The ability is then copied, with the new target being the Caster of the aura. Any psionics with a range other than self will always resolve as if no additional PP had been used in their casting, even if they had.

Outsiders: Any creature with the “Outsider” type and not the "Native" subtype is subject to a Banishment effect not affected by HD at the start of their turn every round. This effect is not affected by Spell resistance but is negated by a Will save.

Enchanted or magical items: Any item infused with a permanent effect through magic must make a Will save using either their own Will score or their owners once per round at the start of the owner’s turn or be treated as a non-magical item until removed from the aura for 12 hours. This effect does not apply to artefacts. Any constructs within the aura must make a Will save each turn or be destroyed.

Spell-like abilities: Any spell-like abilities have their casting time increased to a full-round action if it would normally take a standard action. If the casting time would normally be a swift, free or immediate action the casting time is increased to a standard action. If the casting time is a full-round action the casting time is not increased, but the ability’s effects will not occur until the following round. Extraordinary abilities are not affected.