Higher Purpose (Mage-Hunting)
AdvantageDungeon Fantasy 20: Slayers · p.9
Open source p.910 points
You’re not just a mage-slayer – you’re a zealot! Once you’ve identified an opponent as a malicious spellcaster by witnessing black magic firsthand or by using Caster Sense (above), you get +1 per level (maximum three) of this advantage on all attack and damage rolls you make in combat with that foe, and on all defense and resistance rolls when they go after you. The catch is that once you witness your prey using magic to selfish, destructive, or evil ends or you’re attacked by the caster (any attempt to use magic on you against your will counts), you must defeat that opponent or go down trying! If you knowingly back down, make a deal, flee, etc., when facing a magic-wielding wrongdoer, your advantage bonus becomes a penalty against all magic-users you face for the next days. This ability involves a binding supernatural pact that some mage-slayers believe is as worrisome as the magic they’ve sworn to fight. Thus, this trait is optional (though very common). Mage-Slayers see p. B57 see p. 5 see p. B59 9 Your personal aura provides DR against damage caused directly by magical spells, curses, items, traps, etc. This ability protects if the damaging effect is a spell or a non-spell that Magic Resistance affects, or is described as “magical” or channeling mana, sanctity, nature’s strength, or another magical force. It has no effect on the claws, teeth, fire breath, etc. of magical creatures. Each level of this trait grants DR 1 vs. magic. This protects your entire body – eyes included – plus all gear you wear or carry. It applies before armor DR, and helps even against spells that say “Armor doesn’t protect.”
Advantages: Damage Resistance (Force Field, +20%; Limited, Magic, -20%) [5/level].