Dealing with Antimagic shell


Advice


As a GM I've found that antimagic shell can turn almost any Wizard spell-centric battle into a NPC stomp.

Notably, I ran the final battle with Karzoug a few nights ago, and while I still managed to kill 3/5 players the wizard put an antimagic shell on his familiar. (Actually he's a diabolist, so it was an imp, but has Share Spells anyway) He could step out of the AM field to cast as spell, and then the familiar would move to cover him again.

As far as I know, there's nothing that can get rid of AM, except for the caster dismissing it. How does one combat it? (Keeping in mind a wizard who cannot effectively flee)


General Chaos wrote:

As a GM I've found that antimagic shell can turn almost any Wizard spell-centric battle into a NPC stomp.

Notably, I ran the final battle with Karzoug a few nights ago, and while I still managed to kill 3/5 players the wizard put an antimagic shell on his familiar. (Actually he's a diabolist, so it was an imp, but has Share Spells anyway) He could step out of the AM field to cast as spell, and then the familiar would move to cover him again.

As far as I know, there's nothing that can get rid of AM, except for the caster dismissing it. How does one combat it? (Keeping in mind a wizard who cannot effectively flee)

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

I will assume you meant antimagic field which does not have a target of you. It actually has no target at all,

Antimagic Field
School abjuration; Level cleric 8, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text
--------------------------------------------
The shield spell on the other hand would qualify

Shield
School abjuration [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

edit: corrected shield to field.
changed not to no


General Chaos wrote:

As a GM I've found that antimagic shell can turn almost any Wizard spell-centric battle into a NPC stomp.

Notably, I ran the final battle with Karzoug a few nights ago, and while I still managed to kill 3/5 players the wizard put an antimagic shell on his familiar. (Actually he's a diabolist, so it was an imp, but has Share Spells anyway) He could step out of the AM field to cast as spell, and then the familiar would move to cover him again.

As far as I know, there's nothing that can get rid of AM, except for the caster dismissing it. How does one combat it? (Keeping in mind a wizard who cannot effectively flee)

The absolute first thing I'd ever do in that combat is walk up and stab the life out of that familiar.

Quote:
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field.

Put the wizard in a force cube, prismatic sphere, et cetera. The forcecube is nice, since he'd be unable to break out with a spell. Quite poetic. I'm not sure what the first line of that quote means, but if it means that two AMF effects negate each other, there's another option.

But, again, however, there is the age-old option of walking up and destroying said wizard with a weapon, fighter-style. It's a time-honored tradition, and feats like Step Up and Disruption make it particularly easy against an unprepared caster. In this case, the caster ending his turn in the AMF is actually hindered, since he wouldn't be able to use his magic as an option to extricate himself.


add to these already valid points: instead of blasting away, ready to Maze the caster as he steps out of AMF. I believe Disjunction can also dismiss it. (1%chance per caster level) If none of these help, wall of stone around the field and fill it with cloudkill


PFSRD doesn't have the part from the book which is a lot confusing:

"Range 10 ft.
Area 10-ft.-radius emanation, centered on you"

That implies you can cast it on yourself, but only if you're within 10 feet of yourself. (What?) Otherwise the text should read "centered on target". If the spell could be cast on others I would either make it level 9, or ban it outright. Put AM on a monk? Nuff said.

Yeah... Wall effects seem to be the only real options. Which still leaves a problem if the target can naturally fly (IE a familiar)


General Chaos wrote:

PFSRD doesn't have the part from the book which is a lot confusing:

"Range 10 ft.
Area 10-ft.-radius emanation, centered on you"

That implies you can cast it on yourself, but only if you're within 10 feet of yourself. (What?) Otherwise the text should read "centered on target". If the spell could be cast on others I would either make it level 9, or ban it outright. Put AM on a monk? Nuff said.

Yeah... Wall effects seem to be the only real options. Which still leaves a problem if the target can naturally fly (IE a familiar)

I have no idea why the range is there, but it was in 3.5 also. Anyway casting it on the familiar is not legal. It has to specifically have target of you.

After rereading my first post I realized my point was not clear at all.

Sovereign Court

Well aside from sending in some melee characters who don't care about anti-magic to function, you deal with this strategy the same way you fight beholders.

Ready an action to attack the wizard when it casts a spell.


Morgen wrote:

beholders.

I hated those things(as a player).

/threadjack


I can live with readied actions and walls, and caster only (not even familiars). It's more than a bit late for Karzoug though. :P

He ended up taking about 600 damage over ~4 rounds. One of the fighter's domineering oathbow resulted in the most serious pain.

Liberty's Edge

What Morgen said.


The ready action is something that didn't occur to me but is quite valid. If you're a spellcaster, losing your move action or downgrading your full attack action to a standard action typically won't matter, anyway. This would almost always get around the problem, unless the person controlling the familiar was also fairly canny with readied actions.

As to the range on antimagic shell, it's done correctly. Both range and emanation size are necessary, since metamagic effects like widen work off of those values. I forget exactly which does which, but since the range is the same as the emanation, you couldn't increase it by using the one metamagic feat. Similar to how a lightning bolt works, in that regard.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Telekinesis on a 375 lb object (the maximum weight for the spell). Use the Sustained Force version to maneuver the object above the caster in the antimagic field and then drop the object; OR use the Violent Thrust version to throw the object (15d6 for a 375 lb hard dense object; cast a Quickened true strike in same round as telekinesis and throw).

Also, re-read the text on Conjuration (Creation) effects:

Pathfinder RPG Core Rulebook, pg. 209 wrote:
Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Acid splash them from outside the field (works best with an arcane trickster), enclose them in a wall of stone with a 15 ft radius, etc.


Shrink item and a really large stone hat is the customary defense against offensive AMF.

The way AMF was used on defense doesn't seem a problem to me ... normal martial attacks, telekinesis, wall of stone, acid fog etc. Not like a familiar is a hard target with his AC of bugger all.

PS. telekinesis is a hopelessly broken spell which PF failed to fix ... with darkwood bolts you can throw around colossal+++ bolts for incredible amounts of damage, even if you use say mithral greatswords the sheer amount of damage which can be done is huge when you increase their size.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Pinky's Brain wrote:
The way AMF was used on defense doesn't seem a problem to me ... normal martial attacks, telekinesis, wall of stone, acid fog etc.

Acid fog has a duration other than instantaneous, so it depends on magic to hold together. Therefore, it would be affected by antimagic field. Remember antimagic field and Spell Resistance aren't exactly the same.


Pinky's Brain wrote:

Not like a familiar is a hard target with his AC of bugger all.

Small thing here, he said the wizard was a diabolist, so the imp isn't a familiar it's a companion that also gets share spells. It's beefier than the typical imp.

But again, there's many ways of dealing with AMF.

-James


you know there was that meteor swarm that made it through the field ;) took down the wiz and AMF familiar (diabloist imp) to around half HP. another one of those could have spelled trouble for the duo. stricly speaking the only offensive effectivness the wizard did for the whole fight was 2 clenthced fists that resulted in 2 rounds of stun and less than 20dmg. and it was a pretty nice prismatic wall placment that split the party


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Phasics wrote:
you know there was that meteor swarm that made it through the field ;)

Rule 0?

Meteor swarm is Evocation (Fire), not Conjuration (Creation).


Charge the wizard and tackle him, get him in a grapple. Just start punching and never stop.

Old man fistfight!

(Also tell your familiar to go fight the imp)


Dragonchess Player wrote:
Phasics wrote:
you know there was that meteor swarm that made it through the field ;)

Rule 0?

Meteor swarm is Evocation (Fire), not Conjuration (Creation).

heh I know but I let it pass ;) I felt bad for Karzoug ;)

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Dealing with Antimagic shell All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice