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  1. - Top - End - #1
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Arcane Grapple [Feat or Variant Rule]

    Here's an idea for an Arcane Grapple spellcasters can use to negate other spellcasters:

    Arcane Grapple

    Immediately after successfully counterspelling another magician's spell, whether with the same spell or with Dispel Magic, you can attempt to initiate an Arcane Grapple to stop that magician from performing another spell.

    An Arcane Grapple is a standard action that requires concentration. You and the spellcaster make opposed checks equal to: caster level + int or wis modifier + spellcraft ranks.

    Result

    If you succeed neither you nor the spellcaster can cast any spells for as long as you maintain the Arcane Grapple. Maintaining or being grappled does not prevent any other actions, including using magical items (but not charged items or scrolls). You can release the grapple as a free action. A grapple also automatically ends if the other caster moves more than one hundred feet away from you, or if you become unconscious.

    If you fail, the other caster has the option of breaking the grapple entirely or taking control of it, still blocking both persons' spells but being the one able to release it.

    Escaping a Grapple

    A grappled magician automatically escapes by moving more than 100ft away from the grappler. They can also attempt to escape by discarding an available spell as a standard action. The spell can be from their spell slots or from a charged item or a scroll. This gives them a new opposed check, but with that spell's level as a positive modifier for them. The grappler can choose to also discard an available spell as a free action to grant themselves that spell's level as a modifier.


    WHY USE ARCANE GRAPPLES

    *Great for explaining why wizards and magicians need big dumb fighters around.
    *Can stop magic from dominating battles, temporarily taking it out of the picture.
    *Gives weaker casters in the party a time to shine when the stronger one is countering the Big Bad villain, or their henchman.
    Last edited by Lysander; 2009-07-14 at 04:32 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Voldecanter's Avatar

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    Dec 2008
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    Female

    Default Re: Arcane Grapple [Feat or Variant Rule]

    I like this concept as a feat , however when I read Arcane Grapple , I picture raw magickal power being extended from both casters as their powers clashed , leaving eachother unable to cast spells .
    Last edited by Voldecanter; 2009-07-15 at 08:49 AM.

  3. - Top - End - #3
    Titan in the Playground
     
    PairO'Dice Lost's Avatar

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    Dec 2008
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    Malsheem, Nessus
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    Default Re: Arcane Grapple [Feat or Variant Rule]

    Better idea. Instead of doing this:

    Immediately after successfully counterspelling another magician's spell,
    Cut and paste everything from this...

    you can attempt to initiate an Arcane Grapple to stop that magician from performing another spell.
    ...to this...

    Escaping a Grapple
    ...into the Counterspell section and change all terms appropriately. Voila, instead of a mechanic hinging on counterspells, you have a counterspell mechanic that doesn't suck.
    Last edited by PairO'Dice Lost; 2009-07-15 at 09:23 AM.
    Better to DM in Baator than play in Celestia
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