Bullet Points: 6 Antimagic Field Feats (PFRPG) PDF (based on
Rogue Genius Games
Add to Cart
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.
Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.
The High Concept: Feats that expand the function, utility, and tactical options available to casters who take the iconic antimagic field spell (and a selection of other spells with emanations centered on the caster and a duration greater than instantaneous or that work against magic effects). This is the latest in a series of products to celebrate the "Summer of Bullets" event!
The six feats included are:
Alarm Field: Your can add additional minor effects to your antimagic field.
Anchored Field: Through the use of special rituals and crystals, you can tie an antimagic field (and some other emanations) to a location rather than center it on yourself.
Antischool Specialization: You can block or dispel just a single form of magic.
Conditional Field: You can set your antimagic field to be automatically suspended under specific conditions.
Suspend Field: You can temporarily suspend the effects of an antimagic field you have cast.
Wall Emanation: You can turn your antimagic field into a wall.
This pdf is 4 pages long, 1 page front cover, 1 page SRD, 2 pages content, let's take a look!
Another one in the line of SGG's immensely popular spell-feats, this one provides 6 new feats to modify the iconic antimagic field, so what do the feats do?
-Alarm Field: Add an alarm or detect magic effect to your antimagic field that is not dispelled by it.
-Anchored Field: EXTREMELY cool: Via a costly crystal, you may instead anchor your antimagic field at a specific point in space - great for covering escapes and securing areas. Also great for establishing a neutral zone for negotiations...
-Antischool specialization: Useful for all dispelling effects, from dispel magic to the grand disjunction, this feat enables you to dispel only effects of a school of your choosing - great to get rid of that enchantment on the buffed melee fighter trying to chop you to pieces while retaining the buffs.
-Conditional Field: Perhaps the most versatile one of the feats, this one enables you to suspend the antimagic field on a set of predetermined conditions - very cool for those tacticians out there and also applicable to a host of other useful spells.
-Suspend Field: Temporarily suspend your antimagic field as a swift action to cast - and the winners keep coming. Cool, iconic and full of possibilities: Hit the boss when the shields are down...
-Wall Emanation: When using the anchored field-feat, you can change the area of effect into a 10 ft.-wide wall - even more awesome potential to be had.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's horizontal 3-column standard and the pdf has no bookmarks, but needs none at this length. Ladies and gentlemen, welcome to the endzeitgeist-sounds-like-a-broken-record-party: This pdf is awesome and provides a host of stellar, cool options that not only enhance antimagic fields, but also similar globes, shells etc with their cool options. Owen K.C. Stephens has this time delivered a BP that is literally bereft of even a fraction of content I wouldn't consider to be simply brilliant - of all the spell-feat BPs I've reviewed so far, this is my favorite. 5 stars, endzeitgeist seal of approval.
I didn’t think there was going to be much to do with an anti-magic field other than what was written. I was proven wrong. I should get used to that from Super Genius Games.
My favorite option in here is anti-school specialization. Being able to focus the field to affect only one school of magic is interesting and useful. It would allow a wizard to protect the party from divination effects while still being able to fight or could turn off the defensive spells of the enemy while still throwing blasting spells to full effect (don’t forget to pick up the Bullet Points for Magic Missiles and Fireballs to enhance your fun).
Options like conditional field and suspend field give you more control over the spell as well. You can have the spell cease functioning for a time and bring it back or even have the spell end when certain conditions are met (like when you are hit in the face by a barbarian really hard and you need the cleric now).
While this collection of feats is called “6 Antimagic Field Feats,” they can all be applied to other spells as well that are similar like antilife shell and mage’s disjunction. If you have ever been worried about weakening yourself or your party with antimagic fields, worry no longer. You have options.
The latest addition to the Summer of Bullets takes on that old iconic, the Antimagic Field. Going with four pages for this one, with color pieces of art (and pretty decent art at that), this Bullet Point follows all of the standard formats we've come to associate with this series (cover/intro page, 3 column format for new material, OGL).
Right of the bat, anything that turns the antimagic field into more than the one trick pony that it is makes me smile, but of course Owen does not stop there, making it very clear throughout this Bullet Point that these feats will work with many other spells that center on a caster, and have durations greater than instantaneous, or that work against magic effects. And yes, with every feat he gives a list of several of these additional spells beyond the antimagic field.
So, 6 new tricks for an old spell, what do we get out of this, well...how about the ability to cast antimagic field, and walk away, leaving it anchored in space. Nice thing here is if you use Anchored Feat on an information gathering spell (such as detect scrying), the info is still relayed back to you. The ability to set up your field to target one specific school, which could seriously screw with a specialist if you take down his magics, but leave your functioning, no? How about setting a field to automatically turn off, or suspend, when a certain set of conditions are met; i.e. Hero X crosses the field, Mage Z falls asleep, etc. Or, better yet, the capacity to simply suspend the field as a swift action?
Best of the bunch, as my personal pick, is going to have to be Wall Emanation. The capacity to reshape field spells into the classic 10' wall inspires so many evil additions to traps its not even funny.
Continuing with the theme of teaching old dogs new tricks by giving us new feats to help re-imagine iconic spells into new and interesting things to use once again, this addition to the Bullet Point line succeeds in its goal perfectly. Am very much liking the idea of enhancing spells through feats to gain differing effects, rather than changing the spell itself, as this allows the players a greater deal of customization, and personalization. Found only one editing hiccup (the word "one" instead of "on"), and am looking the other way on this one. Yet another loaded chamber guys, 5 out of 5!