WizardBane

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WizardBane (Major) by Taalismn

“AGGHHH!!! You killed Doctor Wizard!”
“Purely unintentional, I assure you. I didn’t see him walking towards me until he spontaneously combusted.”

The superbeing with this power is a walking hazard to creatures of magic. The superbeing radiates a field (called by some an ‘anti-theron particle field’) that reacts badly with Potential Psychic Energy (PPE). The anti-magic particles of this field react with PPE like anti-matter, triggering a miniature explosion. Creatures of magic caught in the field literally burn up as their own PPE is annihilated.

Range: 10 ft radius +10 ft per level of experience.
Damage: Varies; the superbeing generating the WizardBane Field does a baseline damage of their M.E. x1d4. Depending on how much PPE is present and how essential it is to an organism’s survival, damage to individual targets varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused (but INANIMATE) objects are NOT affected and take no damage (see Notes for additional effects).
Non-magical beings, psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation passing through the field of effect.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and implants), but who can otherwise survive without magic present are affected, taking the FULL M.E.x1d4 points of damage(starting with SDC), but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters (including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for as long as they are trapped in the area of effect, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.They also take the normal M.E. x1d4 damage.
Other Effects:
Magic Disruption: Each blast/melee encounter NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
Magical Forcefields take 1.5 normal damage.
Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
The superbeing takes HALF damage from ranged spells aimed at him, and the casting path of the spell will be clearly illuminated by the flashes as it encounters the anti-theron field.
Duration: The anti-theron field is ALWAYS on. Victims will take damage as long as they remain in the field of effect.
Saves: Save as listed above, or get out of the field.
Notes:
As a result of being inside their own magic null-zone, the superbeing is effectively
However, being stabbed or bludgeoned with a magic weapon is equivalent to being hit with something that’s on fire; the superbeing takes DOUBLE damage from magical weapon strikes as the ambient PPE surrounding the weapons liberates its energies in proximity to the anti-theron generator. Magical ointments and skin rubs will raise a painful rash on the superbeing, and potions, even the most benign, will cause the superbeing acute nausea and discomfort, without any benign affect.
The superbeing also CANNOT be teleported or transformed by magical means.