Cheiromancer
2013-07-26, 01:33 PM
The first feat is based on the feat Poison Immunity (Champions of Ruin, p. 21) except that I allow the bonus provided by the feat to stack with itself. Note that there are no prerequisites to Poison Immunity, not even the availability of a sample of what you are becoming immune to, or any relevant skill ranks. The following feat is also similar to Lysander's Magician's Immunity (http://www.giantitp.com/forums/showthread.php?t=11836), although the mechanics are different.
Spell Immunity [Antimagic]
After prolonged study of a particular magical effect, you have rendered yourself immune to it.
Benefit: Choose a spell which allows a saving throw. You are immune to that spell as well as to spell-like abilities which duplicate it, as though you possessed a saving throw high enough to beat any save DC (plus evasion or mettle as appropriate). You may no longer cast the chosen spell by any means (including the use of items or spell-like abilities). Any such attempt results in the spell being lost without effect. The immunity granted by this feat applies when you are asleep, but not when you are unconscious for some other reason. You also gain a +1 circumstance bonus to either your Fortitude, Reflex or Will saving throws, the type of saving throw being the one appropriate for the chosen spell. As a standard action you may waive or resume your immunity to the chosen spell.
Special: A character can take this feat multiple times, choosing a different spell each time. The +1 bonus against other spells and spell-like abilities stacks with itself.
A fighter may select Spell Immunity as one of his fighter bonus feats.
Given how easy it is to neutralize whole schools of magic (True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) versus Illusion and Mind Blank (http://www.d20srd.org/srd/spells/mindBlank.htm) versus Enchantment *and* Divination), I am tempted to make it fairly straightforward to gain immunity to a particular school:
School Immunity [Antimagic]
You have developed immunity to a broad spectrum of magical effects.
Prerequisite: Spell Immunity to two spells of the same school.
Benefit: Choose two spells of the same school for which you have Spell Immunity. You are immune to all spells of that school, as well as spell-like abilities which duplicate those spells. This immunity functions as though you possessed spell resistance too high to be overcome, a saving throw high enough to beat any save DC (plus evasion or mettle as appropriate), and energy immunity to acid, cold, electricity, fire and force damage. You may no longer cast a spell from the affected school by any means (including the use of items or spell-like abilities). Any such attempt results in the spell being lost without effect. The immunity granted by this feat applies when you are asleep, but not when you are unconscious for some other reason. As a standard action you may waive or resume the immunity granted by this feat against a particular spell or equivalent spell-like ability.
Special: A character can take this feat multiple times, choosing a different school of magic each time.
Characters will sometimes be affected by spells that they are supposedly immune to; spells that don't deal one of the five main kinds of energy damage, don't allow SR and don't allow a saving throw. For example, solid fog or glitterdust (non-blinding effect). Other examples are on this (http://brilliantgameologists.com/boards/index.php?topic=9207.0) list. And it takes 3 feats to become immune to one school of magic. That's a fair investment. Maybe make these fighter bonus feats?
I am even thinking of allowing immunity to all spells and spell-like abilities as a feat, with a prerequisite of being immune to two schools. That might be over doing it. :smallamused:
Thoughts on the two feats listed? Too good? Too weak? Are there better ways of implementing the idea? And how many feats should it take for a character to get School Immunity to all schools of magic?
edit: Made Spell Immunity a fighter bonus feat. Improved the saving throw bonus to apply to everything, not just spells and spell-likes. Changed the type from [General] to [Antimagic] so as to make the following:
Magical Exemption [Antimagic]
Only the most powerful of magics can affect you.
Prerequisite: School Immunity to two schools of magic.
Benefit: You are immune to and unable to cast all spells whose level is less than the number of Antimagic feats you possess. This immunity and inability to cast is described in the School Immunity feat.
Magical Exemption would be the 7th Antimagic feat taken, and would give immunity to spells of level 6 or lower. Three more feats would give protection of up to 9th level spells. Fighters could take 7 fighter bonus feats and 3 general feats to do this by 12th level. They'd essentially be a warrior, but they'd be immune to spells but not to supernatural attacks. Dunno if it is worth it; it is hard to win by playing defense.
It would be easy to make analogues of these for psionics. Substitute "power" for "spell" and "discipline" for "school". Magic/Psionic transparency varies from campaign to campaign, but if it were on then the results would be interchangeable. School Immunity to Divination would be the same as Discipline Immunity to Clairsentience, and so on.
Spell Immunity [Antimagic]
After prolonged study of a particular magical effect, you have rendered yourself immune to it.
Benefit: Choose a spell which allows a saving throw. You are immune to that spell as well as to spell-like abilities which duplicate it, as though you possessed a saving throw high enough to beat any save DC (plus evasion or mettle as appropriate). You may no longer cast the chosen spell by any means (including the use of items or spell-like abilities). Any such attempt results in the spell being lost without effect. The immunity granted by this feat applies when you are asleep, but not when you are unconscious for some other reason. You also gain a +1 circumstance bonus to either your Fortitude, Reflex or Will saving throws, the type of saving throw being the one appropriate for the chosen spell. As a standard action you may waive or resume your immunity to the chosen spell.
Special: A character can take this feat multiple times, choosing a different spell each time. The +1 bonus against other spells and spell-like abilities stacks with itself.
A fighter may select Spell Immunity as one of his fighter bonus feats.
Given how easy it is to neutralize whole schools of magic (True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) versus Illusion and Mind Blank (http://www.d20srd.org/srd/spells/mindBlank.htm) versus Enchantment *and* Divination), I am tempted to make it fairly straightforward to gain immunity to a particular school:
School Immunity [Antimagic]
You have developed immunity to a broad spectrum of magical effects.
Prerequisite: Spell Immunity to two spells of the same school.
Benefit: Choose two spells of the same school for which you have Spell Immunity. You are immune to all spells of that school, as well as spell-like abilities which duplicate those spells. This immunity functions as though you possessed spell resistance too high to be overcome, a saving throw high enough to beat any save DC (plus evasion or mettle as appropriate), and energy immunity to acid, cold, electricity, fire and force damage. You may no longer cast a spell from the affected school by any means (including the use of items or spell-like abilities). Any such attempt results in the spell being lost without effect. The immunity granted by this feat applies when you are asleep, but not when you are unconscious for some other reason. As a standard action you may waive or resume the immunity granted by this feat against a particular spell or equivalent spell-like ability.
Special: A character can take this feat multiple times, choosing a different school of magic each time.
Characters will sometimes be affected by spells that they are supposedly immune to; spells that don't deal one of the five main kinds of energy damage, don't allow SR and don't allow a saving throw. For example, solid fog or glitterdust (non-blinding effect). Other examples are on this (http://brilliantgameologists.com/boards/index.php?topic=9207.0) list. And it takes 3 feats to become immune to one school of magic. That's a fair investment. Maybe make these fighter bonus feats?
I am even thinking of allowing immunity to all spells and spell-like abilities as a feat, with a prerequisite of being immune to two schools. That might be over doing it. :smallamused:
Thoughts on the two feats listed? Too good? Too weak? Are there better ways of implementing the idea? And how many feats should it take for a character to get School Immunity to all schools of magic?
edit: Made Spell Immunity a fighter bonus feat. Improved the saving throw bonus to apply to everything, not just spells and spell-likes. Changed the type from [General] to [Antimagic] so as to make the following:
Magical Exemption [Antimagic]
Only the most powerful of magics can affect you.
Prerequisite: School Immunity to two schools of magic.
Benefit: You are immune to and unable to cast all spells whose level is less than the number of Antimagic feats you possess. This immunity and inability to cast is described in the School Immunity feat.
Magical Exemption would be the 7th Antimagic feat taken, and would give immunity to spells of level 6 or lower. Three more feats would give protection of up to 9th level spells. Fighters could take 7 fighter bonus feats and 3 general feats to do this by 12th level. They'd essentially be a warrior, but they'd be immune to spells but not to supernatural attacks. Dunno if it is worth it; it is hard to win by playing defense.
It would be easy to make analogues of these for psionics. Substitute "power" for "spell" and "discipline" for "school". Magic/Psionic transparency varies from campaign to campaign, but if it were on then the results would be interchangeable. School Immunity to Divination would be the same as Discipline Immunity to Clairsentience, and so on.