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| Talchar05-13-05, 09:26 AM | Below are the updated Spell Disarm Rules. These rules incorporate the effects of common feats, and the Archmage counterspelling capablity. These rulles should encourage the use of counter spells, since they make it easier to counterspell, plus they add the capability that if you are successful in countering your foe's spells, your spells get to effect them. Spell Combat Maneuvers- Spell Disarm Rules 1. Spell Disarm: Spell disarm is a counter spell option that utilizes the Active Spell System usage of SAB “Spell Attack Bonus”. The spell disarm rules compliment rather then replace the standard D&D rules for counter spells. 2. Spell Disarm Advantages/Disadvantages: Advantages-Flexible The Spell Disarm maneuver adds to a spell casters “toolset” to allow a more flexible system of counter-spelling. Furthermore, this system is better able to represent the common archetype of spell casters in action. Advantages- Promotes the concept of steel against steel, magic against magic In the Active Combat system, the limited availablity of saving throws results in a significant augmentation in spell power. However, the incorporation of the Spell Disarm maneuver, allows spell casters to "cover or shield" the non-spell casters while retaining the ability to the ability to cast spells that will have an effect on the opponents. The most notable aspect of this system is that this counter-spell option allows for simultaneous offensive/defensive spell casting. However, if your opponent does not cast a spell, your disarm spell is negated without effect. Thus you lose access to that that spell slot until the next day. Special Expemption: Swift & Immediate Casting Time Spells. Swift and Immediate cannot be used in the context of a Disarm Spell Action. The can neither, disarm nor can they be disarmed, via this ability. 3. Spell Disarm: Opposed Spell Attack Roll Formula for all Parties Oppossed Spell Attack Roll Formula: D20 + (SAB) + (Spell Level being cast)+(Spell Casting Ability Bonus )+ (Any relevant bonuses or penalties Order of Operations: Spell Disarm Step 1: Declare Disarm Attempt. The spell caster declares his intension to perform a Spell Disarm vs an opponent spell caster. Subject to the limitation outlined below. Failure of any one of these requirements results in you being unable to complete the disarm attempt vs that caster. 1. The opposing spell caster must be within range of the spell you select to dispel the opponents casting. 2. The spell being cast by your opponent, must have a range greater then touch. 3. You need a valid line of effect & line of sight between you and your opponent(s) 4. The opponent spell caster need not be targeting you or the area that you are in, in order to attempt a disarm maneuver. Step 2: Provoke Attack of Opportunity. When you declare your intension to perform a Spell Disarm, you provoke an attack of opportunity from any melee opponent that threatens your square. Step 3: Cast your spell to Disarm: Providing that the attack of opportunity you incurred in step 2, you cast the spell you intend to use as a disarm effect. At this time, you must also declare the particulars of where or on who your spell wil effect if the disarm is successful. However, this spell will only “go active” in response to certain criteria. (See Step 4). There are no spell level, spell type, or spell school requirements on what spell you can use as a counters-spell. Step 4: Your spell waits to “go active”: While you cast the disarming spell on your initiative value, the spell does not go active until, A) Your designated spell caster casts a spell or B) the round ends. Step 5: Your spell “goes active” as a Result of your Opponent’s Spell Casting: Your opponent casts a spell, thus triggering your spell to go active. At this point you and your opponent spell caster make opposed Spell Attack Rolls with your respective spells. Unlike the standard counter-spell options, there are no spell level, spell type, or spell school requirements on what spell you can use as a counters-spell. The spell cast by the caster with the higher Spell Attack Roll roll survives and functions normally, where as the spell with the lower roll completely negated. If the Spell Attack Rolls result in a tie, then both spells are negated. The upshot of this effect is that if you are successful in disarming your opponent spell caster, the spell you used to disarm the opponent, will take affect against that the opponent. . Your opponent did not cast a spell, hence did not trigger your spells disarm function. At the end of the round in which your spell was not triggered, your spell negates itself without effect. [b]Special Effects of Feats with respect to the Disarm Maneuver 'Improved Disarm A spell caster with the Improved Disarm feat, gains a +4 on his Opposed Spell Attack roll, and does not provoke attacks of opportunity from melee opponents when declaring a Spell Disarm attempt. Mastery of Counterspelling: A spell caster with the Mastery of Counterspelling as class ability, gains a +2 on his Opposed Spell Attack roll, And does not provoke attacks of opportunity from melee opponents when declaring a Spell Disarm attempt. The +4 bonus gained with this feat stacks with the +4 bonus gained with the Improved Disarm feat, for a total bonus of +6. ]Reactive Counterspelling (Allows Multiple Spells to be Countered) : A spell caster with the Reactive Counterspelling Feat, gains the ability to counter multiple spells by casting one spell. Countering multiple spells works much the same way as countering one spell, but with a couple differences. Step #1: You make your oppossed spell attack rol. When countering multiple spells, you make a single Opposed Spell Attack roll during your initiative turn. This opposed roll is the result you will base all your disarm attempts against. All Spell Disarms will be based off of this roll. From that point on, or until the end of the round, you can then compare your Opposed Spell Attack roll vs any spelll cast within range of your Disarm attempt spell. Step #2: Evaluate/Disarm your opponents spells in initiative order.In initiative order, for spells that your select to disarm, the opponent caster must make a Opposed Spell Attack Roll. Now compare this first opposssed Spell Attack Roll against your Oppossed Spell Attack Roll. If your Oppossed attack roll is greater then your opponents roll, the opponents spell is negated. If your Oppossed roll is equal to your opponents then both spells are negated. If your Oppossed attack roll is less then your opponents roll, then your spell is spell is negated Rinse and repeat till failure . For each dispel attempt after the first sucessful Disarm attempt, you apply a -4 cumulative penalty to your Oppossed Attack Roll. This process continues until your opponent ties or wins the Oppossed Attack Roll vs you or there are no more spells eligible to be disarmed. If there are no more eligible spells to be disarmed, you then get to apply the effects of the spell you used in this disarm. In whatever, legal way that the spell can act. |