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Anti-mage and more: herbs, metals and substances.
#1
Hello, Co- Woah, this new method of making a post is... new..

Now, while I am aware of this guide , I can't help but wonder if there are other herbs or substances that can be found and/or bought, that can be used against magi or other magic users, both as in protection, making a character more resistant to the magic school, or other such things that, upon ingesting or touching the skin, can stop a caster from doing his wonders, if only momentarily.
Spoiler:
Simply put, is there anything that can make you resistant to magic of any kind, and/or is there anything that can stop a caster from using magic?

Furthermore, I would like something that could be wore or, perhaps, smeared on armor/clothing, for the resistant thing, and perhaps something that can be poured or sprinkled into somebody's drink, or directly into his mouth, for the second thing.


Any suggestions would be helpful! Beer
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#2
About the only way to actually dampen someone's spellcasting ability is through Anti-Magic Shells and Zones and such. I'm not very keen on someone being able to become resistant in any measure to someone else's spells, frankly. It seems to fall under that, "My character is stronger than yours!" thing, which we don't allow.
Spoiler:
[youtube]http://www.youtube.com/watch?v=9bZkp7q19f0[/youtube]
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#3
Quote:About the only way to actually dampen someone's spellcasting ability is through Anti-Magic Shells and Zones and such. I'm not very keen on someone being able to become resistant in any measure to someone else's spells, frankly. It seems to fall under that, "My character is stronger than yours!" thing, which we don't allow.

There are plenty of potions which give a bit of resistance and a small shield to a specific school (or I think overall, general resistance across the board) for a small amount of time in game, which I think would be allowed ICly but any competent spell caster would be able to get around it or just tear through the shield. Sort of a thing which a noble would keep on him to buy time for his guards to get there.
All bumbling conjurers, clumsy squires, no-talent bards, and cowardly thieves in the land will be preemptively put to death. My foes will surely give up and abandon their quest if they have no source of comic relief.
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#4
(06-27-2012, 09:15 AM)Abishua Wrote:
Quote:About the only way to actually dampen someone's spellcasting ability is through Anti-Magic Shells and Zones and such. I'm not very keen on someone being able to become resistant in any measure to someone else's spells, frankly. It seems to fall under that, "My character is stronger than yours!" thing, which we don't allow.

There are plenty of potions which give a bit of resistance and a small shield to a specific school (or I think overall, general resistance across the board) for a small amount of time in game, which I think would be allowed ICly but any competent spell caster would be able to get around it or just tear through the shield. Sort of a thing which a noble would keep on him to buy time for his guards to get there.
They aren't shields, they're magical resistences, like a paladin's aura. You can't "tear" through it, the magic is directly minimized.
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#5
And, like I said when we spoke...

There are some kinds of metal who have properties that repel or dampen the effects of magic - Saronite and Truesilver. The former being a questionable alternative due to the effects it has on the people wearing it and it wouldn't be commonly accessible by just anyone.

Then, it's probably possible to weild enchantments on armour, clothes or weapons that have other sorts of effects on offensive magic (such as giving you the option to emote that you block a fireball with your sword instead of rolling away from it). None of these actually dampen the magic itself or give you any resistances, however, and... You won't be growing resistant to magic unless there's magic involved in giving you said resistance. If you're very versed in the school of fire, for instance, I imagine you'd be able to grant yourself temporary resistance to damage from your own school. Wards and such magic spells.

Using the Bloodthistle as an example, there are herbs that directly seem to influence your ability to cast spells. Bloodthistle in particular gives you a heightened "spellpower" by the OOC description, and it's treated as a sort of buffer ICly which makes Blood Elves, as frequent smokers, feel replenished and "stronger" for a short while.

I imagine there would probably be herbs or other ingredients in the world that could give a silencing effect to magic users. As I suggested - gas with a temporarily silencing effect. (Until the gas disperses.)

And, keep in mind that resistance =/= immunity. You suffer less, but you don't shrug it off.
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#6
Or fight magic with magic! Get an abjurer on your side.
I second the general dislike of the idea of non class or race-related magic resistance, and I'm a bit iffy on the silencing-bomb thing. The distinction that it's a poison that affects a caster's ability to cast, and not, in fact, an anti-magic field would need to be very clear.
With arcane casters, all you'd need is for it to be something to make a mage too loopy to coherently go through the motions of casting a spell. But then, there's a matter of more will and prayer-based casters, who could potentially muster up some kind of Light or potentially ask the spirits for some kind of help if distressed...
Actually, that sounds potentially hilarious. Get a shaman high as a kite with your anti-magic smoke, and maybe they'll summon a pet rock or something. (summon, call, cast, whatever. they can make rocks appear)
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#7
No, no, I wouldn't like going to extremes... Seems my reputation follows. /grumble
Either way, what I mean is, a simple manner of nullifying a caster's ability to cast for a small time would be enough. I ain't going for anything pompous, or the likes, but quite the other way around: something simple and perfectly natural, but still unexpected to most casters.
That, and some way of making the effect of a spell, whatever it is, not last as long or give less damage than usual.

(To be used in trust duels and fights. I don't trust rolls.)


As for fighting magic with magic.. well, unless I think of something for a classical rogue... I'd rather not. Otherwise I'd look... like a blood elf.
Oh, and as for will and prayer-cast spells... well paladin abilities were intrerupted before, I remind you all, in old Draenor. See draenei vindicators' powers, going *poof*
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#8
Warrior: Spell Reflect dat fireball back at 'em! Shield Bash and other such work too, as they interrupt and prevent casting for a while.

Rogue: Cloak of Shadows! Kick, Garrote, etc. Also, Mind-numbing Poison.

Hunter: Silencing Shot/Chimaera/wyvern sting.

Paladin: Auras and bubbles.

Shaman: Wind Shear, Grounding Totems, etc.

Priest: Bubbles, Wards...

Magi: Spellsteal(use their own spell against 'em), Counterspell, Mage Armor, etc.

Death Knight: Anti-Magic Shell/Zone, Strangulate, Mind Freeze, etc.

Spellbreaker: Anti-Magic Shell/Zone, Feedback, Spellsteal, Magic Resistance...

Necromancer: Anti-Magic Zone, possibly Spellsteal and Counterspell as well.

Runemaster: Resistance runes maybe, Glyph of Reflection(Works like Warrior's Spell Reflection) and such...

Warlock: Use Fel Armor to regen the damage, Voidwalker bubble, Demon Skin/Armor, Mana Drain, etc.

Because in WoW and on CoTH no class is more powerful than another, and the playing field is relatively level against magic. The D20 also listed cold iron(basically iron shaped into a weapon without the use of a forge, instead just being hit over and over, beaten into shape) as being resistant to magic, but /shrug. I dunno if you wanna use that. Spellbreaker shields are naturally enchanted to absorb/reflect damage and the like, whereas their armor-robes provide resistance.
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Recommended reads: Divine and Arcane. Also, elves.
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#9
(06-27-2012, 10:50 AM)Kira13 Wrote: Either way, what I mean is, a simple manner of nullifying a caster's ability to cast for a small time would be enough.

(06-27-2012, 10:50 AM)Kira13 Wrote: That, and some way of making the effect of a spell, whatever it is, not last as long or give less damage than usual.

Those are uh... Both pretty extreme, to me.

(06-27-2012, 10:50 AM)Kira13 Wrote: Oh, and as for will and prayer-cast spells... well paladin abilities were intrerupted before, I remind you all, in old Draenor. See draenei vindicators' powers, going *poof*

Toooooootally different, though. That was an actual demonic attack that mutated many of them horribly.




This is for your character Shanne, right? I don't see why she'd be decent with dealing with Arcane users. She's a Lightslayer, right? Then she's only really effective against Light-users.

/2cents
Spoiler:
[youtube]http://www.youtube.com/watch?v=9bZkp7q19f0[/youtube]
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#10
(06-27-2012, 09:53 AM)CappnRob Wrote:
(06-27-2012, 09:15 AM)Abishua Wrote:
Quote:About the only way to actually dampen someone's spellcasting ability is through Anti-Magic Shells and Zones and such. I'm not very keen on someone being able to become resistant in any measure to someone else's spells, frankly. It seems to fall under that, "My character is stronger than yours!" thing, which we don't allow.

There are plenty of potions which give a bit of resistance and a small shield to a specific school (or I think overall, general resistance across the board) for a small amount of time in game, which I think would be allowed ICly but any competent spell caster would be able to get around it or just tear through the shield. Sort of a thing which a noble would keep on him to buy time for his guards to get there.
They aren't shields, they're magical resistences, like a paladin's aura. You can't "tear" through it, the magic is directly minimized.
All of the 'protection' potions generate a shield that absorbs a certain amount of damage.



http://www.wowhead.com/item=22847 -Major Holy Protection Potion is an early example of this, but in 3.01 they added a whole slew of protections for all magic and faith based casting, so shadow, arcane, frost, and other protection potions exist which generate a shield.
All bumbling conjurers, clumsy squires, no-talent bards, and cowardly thieves in the land will be preemptively put to death. My foes will surely give up and abandon their quest if they have no source of comic relief.
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#11
Oh my, I really should've explained better. Shanne's a Lightslayer, yes, but she's been trained in taking on casters of any kind. She just specialised in fighting Light-casters, that is.

As for those examples I've given that you dubbed extreme, muhaha, I only meant the first for a second or two, just enough for a quick reaction or attack. My, even two seconds could be too much! And for the second, that'd be incredibly minor. Just, as Lolx said, the ability to ignore the pain provided and continue on fighting. Even if, for example, ablaze in holy fire. (even if that'd mean her IC death, yup)


EDIT: Ah, yes, mind-numbing poison, how could I have forgotten?! Thank you, flammos, many kudos from a happy Kira. Yeah, that'd be an example, even if I don't know the plant. Knowing it would be incredible.
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#12
My only question is: Are these magic dampening things intended for events or do you play to use them for any sort of skirmish? I get iffy on concepts that would basically grant anyone permission to say "Hey, I should get a roll bonus because of X!".
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#13
No, no, no, absolutely not. As I said before, I never plan on using them in roll duels. And as far as trust duels are concerned, only if the participant(s) fully agree!
Spoiler:
Quote:(To be used in trust duels and fights. I don't trust rolls.)
I know what I'm doin'! xD

And to fully answer your question, yes, I do plan on using them mainly in GM-run events. I intend to make an assassin too, and from what I know, the RP should be incredibly well organised. And who better to organise and check the said event, if not a GM/forum helper?
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#14
Well, given that most magic is performed using a gesture (based on the animations in-game), couldn't you just tie someone's hands behind his back? Or, assuming that magic use requires conscious effort and control, if you made a character addle-minded (using drugs, poisons, alcohol, whatever!) wouldn't that make him sufficiently unable to concentrate enough to cast magic?

Just a couple of thoughts that don't require a lot of effort or research to work. Fairly simple.

That said, application of any of these ideas should probably be made with your roleplaying partner's consent. Otherwise you're stumbling into an area that falls very close to godmoding and definitely into a realm where some people may feel uncomfortable with the amount of control relinquished.
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#15
(06-27-2012, 11:48 AM)Kira13 Wrote: Oh my, I really should've explained better. Shanne's a Lightslayer, yes, but she's been trained in taking on casters of any kind. She just specialised in fighting Light-casters, that is.

... I just have to say, this confuses me. Lightslayers are made specifically to combat Light-users. I... Well, I fail to see why they would care enough to train her against all the casters, when their prime purpose (arguably, their only one) is to kill Light-users.
Spoiler:
[youtube]http://www.youtube.com/watch?v=9bZkp7q19f0[/youtube]
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