Antimagic Sourcebook (PFRPG) PDF

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An Antimagic Sourcebook for Pathfinder!

The mage getting you down? Feeling insecure about your role in the party ever since your wizard got 5th level spells? Well, we've got a book for that! Little Red Goblin Games has put together a book with classes, enchantments, feats, and new options for characters to combat magic users in their game. This book works great for high magic game where those who don't have access to spells might feel threatened by those who do!


  • Mage Hunter (Base Class): A paladin alternate that focuses on hunting down and destroying magic users and creatures who rely on their innate magical abilities. Many are trained by wizard's towers to hunt wayward students or by magic hating deities. Either way, they see this way of life as a job and treat it with professionalism.
  • Spellweaver (Prestige Class): An arcane scientist who weaves metamagics effortlessly and has become a powerful counter-mage!
  • Arcane Luddite (Prestige Class): Fear, hate, ignorance and perhaps jealousy combine to make this thundering mage-hating brute. Though special training these martial characters learn to ward off magical powers, interrupt casting, and even rebound spells with their weapons!
  • Neat Feats: Feats focus on class support for classes appearing in this book but can also be used to augment existing characters.
  • New Class Options: Mage hunting class options for antipaladins, rangers, and rogues.

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Pages: 26 (23 content, 1 credits, 1 cover, 1 OGL)

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Disclaimer: I got this PDF for free to review.

Although called Antimagic Sourcebook, it's actually a book with one class and two prestige classes which are more or less antimagically inclined, several feats that mostly complement the classes, a new mechanic and a couple of antimagic options for other classes.

First class is a paladin variant called mage hunter. Although LRGG have proved themselves comfortable in tinkering with paladin chassis with the avenger in Tome of Twisted Things, this one feels a bit sloppy and cluttered. He has detect magic instead of detect evil (and can focus on a single item or creature). His version of smite targets spellcasters (and we get a sidebar that describes what a spellcaster is, and how to treat creatures with spell-like abilities) and damage is based on their caster level rather than his class level. Interesting, although I see a problem with GMs who don’t like to reveal NPC statistics. Also, I don’t like when my characters have varying performance with their signature ability. He gets dispel magic instead lay on hands (very powerful ability since it has relatively many uses, and gets rider effects with levels). Spell resistance replaces divine grace, but divine health is kept (thematically not really necessary). Channel arcane energy also feels forced rather than necessary. He keeps the spells (now a spontaneous caster) but is unclear what his spell list is (it says he chooses from mage hunter/wizard list, but there is no mage hunter list). Loosing the spells would be much more appropriate for mage hunter rather than the avenger, especially since he is rather loaded with abilities.

First prestige class, the spellweaver is a kind of anti-caster caster, but has kind of clunky mechanics. Nothing especially broken, but some things are unclear (like how do you use Leyline), Spell Distortion has opposed rolls (rather than a DC as is customary in PF). The new mechanic of arcane nexuses is rather heavy on the bookkeeping (since you have to mark the spots where arcane spells originated on the map) and plainly unusable for people who don’t use grid or battlemats.

Second prestige class the Arcane Luddite, is anti-caster martial, the “magic-hater”. Concept is great, and I really like one mandatory negative mental score, but also suffers from unnecessarily complicated mechanics (he also uses arcane nexus mechanic). The saves bonus is very specific (arcane spells that only target him, so no bonus on area spells).

Other options, six feats (most of them mainly for use of these classes), one rogue talent, one antipaladin cruelty, favored enemy option and a weapon special ability, are not bad, but are nothing special and feel like an afterthought. I thought I would be getting options like mage-slayer line of feats and spells like refusal and reciprocal gyre from 3.5 days. And most importantly, more of them, ‘cause they all fit on page and a half.

On the first browsing I thought between giving 4 or 5 stars to this book, but now I’m firmly set on 3. This book feels like a beginner offering with so many unclear options/abilities and cluttered classes. The whole book could be revised and expanded. Mage hunter abilities to be trimmed, prestige classes clarified and in places simplified and other options expanded. That said concepts of the classes are great(I really liked the luddite, and mage hunter could be great with tinkering), and they’re not unusable (on the contrary), so I cannot go any lower.

An RPG Resource Review


Just how accepted is magic use in your campaign world? I don't mean is it possible, if you are playing Pathfinder - indeed any fantasy RPG - it's likely that there is at least some magic around; but how does society react to the use of magic? Consider the plot potentials of there being at least somewhere in the campaign world where magic is feared or even forbidden. Then crack open a copy of this book.

First up is a new base class, suitable for use when established religion (perhaps in league with civil authority) has taken against magic use... it's a Mage Hunter, a Paladin retooled for the purpose of stamping out magic wherever it rears its ugly head. An alternate use is also suggested, that mages themselves might use them to deal with rogue magicians who refuse to abide by the rules of whatever body controls magic use, perhaps a powerful college of magic which holds sway over magic use in the area, requiring its graduates or indeed anyone using magic there to abide by its codes of practice. They tend to a professional approach and often do not hold any actual emnity towards those who practice the arcane arts.

Next is a prestige class, the Spellweaver. This individual is an arcanist himself, but enjoys dissecting spells, analysing in great detail how they work... and can disrupt and manipulate the arcane energies that others have brought into existence. The description of how this works is a bit muddled, but it's a potent concept.

Another prestige class follows, the Arcane Luddite. This fellow distains any magical assistance, as a warrior he relies on his own prowess alone. Or at least that's what he says. Many use magic if they must, but only with the ultimate end of ridding the world of its taint.

Next comes a collection of feats to use against arcane magicks. They are quite interesting, and have a range of prerequisites, so carefully planning is necessary to ensure that you can qualify for the ones you fancy. There are also some new class options - for example a Ranger may take 'Spellcaster' as a favoured enemy - and a new weapon enhancement, spell void.

This supplement opens up some quite interesting possibilities. Most campaigns delight in magic use, so you could turn things on their head and run a game where the characters are determined to stamp it out. Or you may choose to equip the NPCs in a particular magic-hating area with these abilities and harry the party when they, all unknowing, trespass...

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Maybe this product ought to include a Pathfinder-ized version of the Spellthief from 3.5.

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