Antimagic: Feel the Burn [Archive] - Wizards Community

Post/Author/DateTimePost
Xeorsos

10-25-07, 06:35 PM
The word "Antimagic" is enough to make any caster shiver. With a single misplaced step, you could be standing in a square where your most powerful, and frankly only useful class ability is null and void. Damn, sucks to be you.

Of course, some other classes might not realize how crippled they are when standing in that horrible field of magic-no-more. A monk might find herself suddenly vulnerable to poison. A paladin will notice that he can no longer call his special mount. And a warlock will painfully discover that her damage reduction doesn't quite work anymore.

Antimagic, in general, is a fantastic way to kick out the legs of most of the base classes. A few, like the barbarian, fighter, and rogue, will discover they they have nothing to lose- but most will see a gaping hole on their character sheets as they battle it out without the use of some of their more precious class abilities.

This whole thing was inspired by a friend teasing me about how quickly I could be incapacitated as a Wizard. It didn't take more than a few minutes with some of my books to be able to point out that her Wildshape doesn't function in an Antimagic field. So here's a list of some of the base classes and what they lose when subjected to that terrible thing:

[Player's Handbook, Player's Handbook 2, Complete Arcane, Complete Divine, Complete Adventurer, Complete Warrior, Dragon Magic]

Bard
.:Bardic Music
Cleric
.:Turn Undead
Dragonfire Adept
.:Breath Weapon
.:Invocations
Dragon Shaman
.:Draconic Aura
.:Some Draconic Adaptations (Blue, Brass, Copper, and Silver)
.:Breath Weapon
.:Touch of Vitality
.:Commune with Dragon Spirit
Druid
.:Wild Shape
.:A Thousand Faces
Duskblade
.:Arcane Attunement
Favored Soul
.:Damage Reduction
Hexblade
.:Hexblade’s Curse
.:Arcane Resistance
.:Greater Hexblade’s Curse
.:Aura of Unluck
.:Dire Hexblade’s Curse
Monk
.:Ki Strike
.:Wholeness of Body
.:Diamond Body
.:Abundant Step
.:Quivering Palm
.:Empty Body
Ninja
.:Ki Power
.:Ghost Step
.:Great Leap
.:Ki Dodge
.:Ghost Strike
.:Ghost Mind
.:Ghost Sight
.:Ghost Dodge
.:Ghost Walk
Paladin
.:Detect Evil
.:Smite Evil
.:Divine Grace
.:Lay on Hands
.:Aura of Courage
.:Turn Undead
.:Special Mount
.:Remove Disease
Paladin (No Spellcasting Variant)
.:Blessed Weapon
.:Divine Might
.:Tend to Mount
.:Holy Sword
Ranger (No Spellcasting Variant)
.:Nature’s Blessing
.:Healing Touch
.:Freedom of Movement
Shugenja
.:Sense Elements
Spellthief
.:Steal Spell
.:Detect Magic
.:Spellgrace
.:Steal Spell Effect
.:Steal Energy Resistance
.:Steal Spell Like Ability
.:Absorb Spell
.:Arcane Sight
.:Steal Spell Resistance
Spirit Shaman
.:Chastise Spirits
.:Detect Spirits
.:Blessing of the Spirits
.:Follow the Guide
.:Ghost Warrior
.:Warding of the Spirits
.:Spirit Form
.:Guide Magic
.:Recall Spirit
.:Exorcism
.:Weaken Spirits
.:Spirit Journey
.:Favored of the Spirits
Warlock
.:Invocations
.:Eldritch Blast
.:Detect Magic
.:Damage Reduction
.:Fiendish Resilience
.:Energy Resistance
.:Imbue Item
PhaedrusXY

10-25-07, 06:44 PM
An interesting list. However, the most crippling loss for alot of characters is their magical equipment; especially the non-spellcasters, which tend to be more dependant on it. The casters can reproduce the effects of most magical gear via their spells.
mvincent

10-25-07, 07:31 PM
the most crippling loss for alot of characters is their magical equipmentFor my group is was that and their buff spells. At high levels my group actually needed to make two character sheets... one for their stats when inside an AMF. This was important when you had two arch-magi (one being the BBEG) flying around with shaped AMF's.

The extra sheet was also fairly handy once Disjunction (http://www.d20srd.org/srd/spells/magesDisjunction.htm) was used.
Hsien

10-25-07, 08:17 PM
Wouldn't effect my Master Thrower hardly at all...
( ok so I'm in a low money/low magic item campaign )

But yea, it can be crippling in a regular game.
Several feats get suspended as well, apparently Exalted feats are SU so the VoP Monk can start panicking even more
yrogerg

10-25-07, 11:43 PM
The casters can reproduce the effects of most magical gear via their spells.

...in an AMF?

That said, I do agree that the loss of magic items is a significant loss.
Sinfire Titan

10-26-07, 01:16 AM
And yet all three of the base classes in the BoNS can still bring down the house while standing in front of a Beholder...
Jinete

10-26-07, 12:13 PM
And yet all three of the base classes in the BoNS can still bring down the house while standing in front of a Beholder...

Still, some of the maneuvers are Su. Especially Desert wind and Shadow hand ones.
gotbrain

10-26-07, 12:25 PM
hmmm what about a wizards's golem? Would that cease to operate in an AMF?
Eerongal

10-26-07, 12:37 PM
hmmm what about a wizards's golem? Would that cease to operate in an AMF?

The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Mage's Disjunction might.


Nope!
Sinfire Titan

10-26-07, 01:15 PM
Still, some of the maneuvers are Su. Especially Desert wind and Shadow hand ones.

So? Swordsages will most likely have access to more than just the Desert Wind and Shadow Hand styles. It will effectively null those two styles, but that won't take them out of the combat if they are prepared.
BaseDeltaZero

10-27-07, 08:27 PM
The fact that melee classes can function in an antimagic field is sort of the point - a way of evening the odds between them and spellcasters (who have the edge anywhere else, by RAW). Beholders, incidentally, can fly.

In any case, I created an 'upgraded' Antimagic Field for my campaign... it's a 9th level spell, that can be targeted on a distant area, rather than surrounding you. It reduces your HP to 4+CON, prevents any bonus on saves, skills, or attack rolls higher than 10, and caps abilities at 30 + any racial modifier. Creatures with racial HD keep their HP level and attack bonus, saves, etc., if they're over 10. But only certain creatures, (i.e. nonmagical ones). It's an excellent equalizer, allowing less powerful attackers to defeat high-level opponents.
ArcTan

10-27-07, 10:02 PM
And yet all three of the base classes in the BoNS can still bring down the house while standing in front of a Beholder...

And Barbarians can still rage and full-attack.

However, both Bo9S characters and Barbarians dislike having their magic weapons suddenly become non-magical.
runestar

10-27-07, 10:11 PM
Initiate of mystra for the win!:D
weasel0

10-27-07, 10:14 PM
It's Tome of Battle:(sub-title)Book of Nine Swords.


ToB