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Old 04-11-2006, 07:30 AM   #14
naloth
 
Join Date: Sep 2004
Default Re: Weird Power Concept

Quote:
Originally Posted by Mark Skarr
Well, specifically, they could jump to a world where Magic doesn't work (lots of worlds). How they get there is a matter for the GM to figure out. However, as I said, the built-in escape clause was 1 year, we all know that nothing is permanent. Other ideas: A nice anti-magic field (the GM doesn't consider Demons any more magical than Angels, frogs or humans; magic isn't required, just helpful) would render it temporarily useless. A powerful affliction-removing heal. A power that renders magic moot. A power that absorbs magical powers (heh, didn't see that coming). A powerful dispel. Becoming human. (I don't want to give my GM too many more ideas that he already has!)
So in addition to the 1 year escape clause, there are places on the demon's home plane where it can be negated (dispel, affliction) or just doesn't work (no mana zone) to prevent him from jumping back?

Quote:
Once granted, the "advantage" is still magical as is the affliction. It's not necessary for them both to fall into the same category, although it is probably expected.
Not really... The game mechanic is that you're giving an advantage that causes the demon to jump home. The in game effect is that you want to banish a demon for at least a year.

As a GM, I'ld expect the Afflication to have a source if your powers normally do. Applying it to the effect implies countermeasures work even after the power is used successfully.
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