Anti magic equipment [Archive] - Wizards Community

Post/Author/DateTimePost
Kelyme

12-21-04, 12:38 AM
I was just wondering if anyone would give me a list of the most useful items that protect against magic. List armor, shields, amulets, whatever just anything that can protect one against magic well. Enchantments or anything will work too.
SuperFrosty

12-21-04, 12:39 AM
Ubergodly Ring Of Spell Resistance
---------------------------------

You gain Spell Resistance of 80234892374928734982734 to the 232893749827346234987th power.
Dyne

12-21-04, 01:37 AM
Magical protection usually comes in the form of Spell Resistance, but that is usually so expensive that by the time you can afford it, it's already practically worthless against the kinds of creatures you are facing. Another good enchantment is the Reflecting ability of a shield, though it can be rather expensive, depending on your budget (+5 effective enhancement bonus for pricing). Probably the cheapest and most basic form of magical defense is saving throws. Get your saves high enough and it becomes increasingly difficult for your enemies to harm you with magic. There are only a handful of spells that don't allow saving throws, and once you get your saves high enough, you only really need to concentrate on those few spells.

For a list, try the following:

Reflecting ability for a shield. Market Price: +5 effective enhancement bonus.

Spell Resistance ability for a shield/armor. Market Price: +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).

Acid, cold, electricity, fire, or sonic resistance for armor. Market Price: +18,000 gp (resistance 10), +42,000 gp (resistance 20), or +66,000 gp (resistance 30).

Ring of Counterspells. Market Price: 4,000 gp.

Ring of Energy Resistance. Market Price: 12,000 gp (resistance 10), 28,000 gp (resistance 20), or 44,000 gp (resistance 30).

Rod of Absorbtion. Market Price: 50,000 gp.

Cloak of Resistance. Market Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5).

Ioun Stone, Pale Lavender. Market Price: 20,000 gp.

Ioun Stone, Lavender and Green. Market Price: 40,000 gp.

Mantle of Spell Resistance. Market Price: 90,000 gp.

Robe of the Archmagi (not necessarily antimagic, but it grants a bonus to saving throws. That, and every spellcaster will find one very useful). Market Price: 75,000 gp.

Scarab of Protection. Market Price: 38,000 gp.
Thorak

12-21-04, 08:36 AM
A wondrous item that generates an Antimagic Shell continuously prices for about 200k gold. You don't get much better than an undispellable field that magical energy and summoned creatures can't penetrate, vanishing as they do.

Of course, then your items won't be magical either. So the price isn't as bad as it seems, because you won't be trying to get a good magical weapon or armor. Just get some nice masterwork Adamantium stuff and go nuts.
tarkin

12-21-04, 11:43 AM
An item that generates a moveable anti-magic field is worth a LOT more than 200 k.

Those are GUIDELINES, not set rules, and they specifically tell you to up the price if the item is over-powered.

Or do you really think a ring of Mage Armor +4 always on should cost 2,000 gp when bracers +4 cost 16,000 gp?

Anti-magic is very powerfull, can easily be moved into the artifact category if you are not carefull.

Example of an artifact item:

Sword of anti-magic 1 inch diameter. Think about it. It ignores almsot all the magical defenses of your victim (Exception could be things like blinking where the defense happens before they are hit, not after), while allowing you to use your own magical defenses.

Example of a fair item worth about 200,000:

Cloak of Anti-Magic.

This cloak when first put on does nothing. However, once you have worn it for 24 hours, it activates, creating an Anti-magic field, as if by a 20th level caster. The field remains active while the cloak is worn and 24 hours after the cloak is removed.

This prevents the abuses of the item, by preventing people from just turning it on/off whenever they feel like it, and fairly compensates for the fact that the spell is caster only and prevents casters from using their own active spells, while the item can be used by anyone, even people that do not normally use magic that much.
Kelyme

12-21-04, 01:09 PM
Thanks for all the suggestions unless someone thinks of something else that is all I needed to know.
Thorak

12-21-04, 02:07 PM
An item that generates a moveable anti-magic field is worth a LOT more than 200 k.

Those are GUIDELINES, not set rules, and they specifically tell you to up the price if the item is over-powered.

Or do you really think a ring of Mage Armor +4 always on should cost 2,000 gp when bracers +4 cost 16,000 gp?

Anti-magic is very powerfull, can easily be moved into the artifact category if you are not carefull.

This prevents the abuses of the item, by preventing people from just turning it on/off whenever they feel like it, and fairly compensates for the fact that the spell is caster only and prevents casters from using their own active spells, while the item can be used by anyone, even people that do not normally use magic that much.
However, I disagree to some extent. Perhaps a ring is "easier" to enchant than bracers, and that accounts for the price difference. And in the case of the anti-magic item, I don't agree that it's broken. While using it, none of your items count as magical either, meaning you get no magical bonuses to AC or bonuses to saves or such. You become much more vulnerable to ranged weapons and things like poison, and can't take advantage of the auto-grapple that a Ring of Freedom of Movement allows, meaning any big nasty monster can rip you to pieces by grappling. You also lose any magical bonuses on your weapons, and the increased hardness and hitpoints that being magical adds on, making you more vulnerable to Sundering.

Anti-magic is very powerful, but it also carries heavy limits. An item like the cloak you propose might become almost useless; it takes too long to engage it's effect, and you can't benefit from magical healing while wearing it, because you'll lose the effect for 24 hours if you remove it. I can see why you'd want to have it somewhat permanently on, to prevent insta-removal, but a few minutes to an hour should be all the acclimation it needs, considering the inherent penalties of permanent anti-magic.
IceFractal

12-22-04, 03:38 AM
The main reason that the pricing formulas are just guidelines:

Ring of Continuous True Strike
Spell Level (1) x Caster Level (1) x 2000 gp = 2000 gp
For +20 to hit all the time.

Now, does that seem balanced? Not really, but following the formula you'd get that result. Incidentally, as to a fair price for a Ring of Continuous True Strike:

First, I'm going to create a virtual magic enhancement called "Accurate". Accurate is a +1 weapon enhancement that grants +2 to hit, which seems about balanced. Now a weapon that had that on it 10x would cost 200,000 gp, so take that as the base price. Now multiply it by 2 (at least) because it affects all attacks, not just one weapon. So the ring would cost a least 400,000 gp, and maybe more.
Thorak

12-22-04, 07:04 AM
The main reason that the pricing formulas are just guidelines:

Ring of Continuous True Strike
Spell Level (1) x Caster Level (1) x 2000 gp = 2000 gp
For +20 to hit all the time.

Now, does that seem balanced? Not really, but following the formula you'd get that result. Incidentally, as to a fair price for a Ring of Continuous True Strike:

First, I'm going to create a virtual magic enhancement called "Accurate". Accurate is a +1 weapon enhancement that grants +2 to hit, which seems about balanced. Now a weapon that had that on it 10x would cost 200,000 gp, so take that as the base price. Now multiply it by 2 (at least) because it affects all attacks, not just one weapon. So the ring would cost a least 400,000 gp, and maybe more.
I'll also note the footnote on continuous-use items, which increases the cost as the duration of the spell goes down. True Strike doesn't have a duration, meaning it's questionable that it could even be continuous use, the same way you couldn't make a continuous Fireball.

And if it were activated, it would take a standard action to gain that +20 to hit. One attack every two rounds that's guaranteed to hit doesn't seem too bad.
CaoSlayer

12-22-04, 07:23 AM
yes... have have just said it...

true strike it is like invisibility, ends by duration (next round by the spell text) or upon an attack... so your item it is just an item that grants a +20 to hit in the next attack and nothing else.