on my front sheet is a danger ambitious cult. They are “the forsaken” and have utterly rejected the gods and been rejected by the gods. I want to create a special quality resist divine magic like can’t be healed by cleric magic and divine spells and effects don’t work so well on them. But not sure how to make that happen or how to word it.
on my front sheet is a danger ambitious cult.
on my front sheet is a danger ambitious cult.
Unaffected by divine Magick
What he said.
Or, if you want a move, here is on based on the Mage’s Counterspell move:
⃞ Divine Resistance (WIS)
When you are the target a divine spell, roll +WIS. On a 10+, choose 2. On a 7-9, choose 1:
• The spell neither heals, nor deals damage.
• The spell’s effects are superficial and temporary.
• You take +1 forward against the caster.
• The caster gets -1 forward to WIS.
So James R. “Unaffected by divine Magick” would mean that if a PC used cleric magic and rolled a 10+ it would still just fizzle? Nasty I like it. As for Richard R’s suggestion That would be excellent if one or more party members decided to join the cult. Certainly would let them take that path if they want. Then I could give the PC the custom move divine resistance. But as of now the forsaken are NPC’s (monsters) so they don’t roll dice.
When you first cast a divine spell that targets the Forsaken, the spell fizzles and roll +Wis. On a 10+ pick 2, on a 7-9 choose 1:
-You don’t lose your spell.
-You gain a valuable insight into the Forsaken. The GM will tell you what. Take +1 foward when you act on this information.
-You don’t attract the attention of all the Forsaken in the area.
Not great, but maybe an alternate way to introduce the Forsaken’s immunity?
I Like where Matt Stuart is going: if you just proclaim all divine magic useless against them, the Cleric will suddenly be sitting with his hands on his lap, feeling useless too. You risk de-protagonizing one of your characters, be careful!
So, choose some of the choices from the move and give them to the npc as monster moves.
If the NPCs are completely immune to divine magic, I don’t think you should make a custom move or any rolls at all.
If there actually is no chance of success dice should not be hitting the table, IMHO. You don’t make a PC roll when they is no chance of failure do you?
Forcing the PCs to risk something when there is no chance for reward seems counter to the DW spirit to me.
They aren’t affected by divine magic, that’s that. Seems like a big enough advantage with out the addition of possibly losing the spells you cast as well.
Yeah, Eric, Rob et al are quite right. My custom move is just me thinking (quite incorrectly) out loud. Nothing to see here.
no I like Matt’s idea. It gives the cleric some insight when he casts on them. instead of just saying sorry nothing happens, that’s boring. But your spell fizzles and hold 1 or 2 awesome. I think I should tweek the options some though.
Yeah, I think it’s important to give the Cleric something. Otherwise, you’ll be taking away his best thing and make him useless. That’s no fun, and not much in line with the GM’s principles 🙂
You can give them other options through the fiction. I don’t think it would be “boring” if things the PCs planned didn’t work. I think it would be exciting and a “Golden Opportunity” for them to improv and think on their feet.
But it’s your game, do what you want.
but if you make an entire class of enemies were mechanically immune to a character’s main ability, you are taking away a lot of possibility and agency from that character. We’re not talking about a single encounter, here, but about a whole Front, from what I see.
The novelty of “improv” fades fast: if I, as a player, were to play a Cleric and find myself in a campaign in which one of the main threats is just immune to most of the stuff I do, I would regret choosing that character. That is frustrating.
Best thing? make them immune, then give the Cleric something small on the short term plus a difficult way to overcome that immunity (a sub-quest?). You are giving them cool story option, and actually reinforcing the cleric’s role as a protagonist, because these people are immune to divine magic, but he/she overcame that. That goes straight from frustrating to epic.
Don’t clerics do other things with their magic besides attack? It’s no different than making a Dragon immune to non-magical weapons. It’s on the GM to make sure there’s some magical weapons around somehow., because he’s a fan of the characters not the dragon.
or an undead creature that is insubstantial
The Cleric could still heal and bless their party.
Another option, would be to give them a standard -1 to cast divine spells on the forsaken, -2 for the boss(es).