Already Made extracts vs Dispel Magic 20' radius / wizard's disjunction


Rules Questions


Someone said wrote:
The pdf specifically states that extracts are created much like potions and follow the rules of dispel magic. I think if the Alchemist makes all of his extracts in the morning, (playtest btw 17th alchemist vs. 17 wizard), he is very vulnerable to losing his extracts if hit with a mage's disjunction. I think you might want to clarify the difference between extracts and potions for this spell specifically. If a wizard casts disjunction on another wizard, he may lose items, spells in affect and a few other things, but he won't lose the memory of the prepared spells he hasn't cast yet. If the alchemist fails his saves vs. mage's disjunction he is crippled. He effectively loses his "alchemy" spells on the extractions that failed their save. No extractions, no potions. Shutting down a 17th level character for 17 minutes is very costly. You might not negate all of the extractions but you can sorely hamper his ability. You might want to specifically state that extracts are not magical items or potions until they are activated or imbibed. Otherwise as a DM I would rule they are potions and would require a saving throw against disjunction. This could severly cripple an alchemist, and as a wizard, the first 9th level spell I learn is mage's disjunction.

In a battle last night one of our party members read a glyph underwater that dispelled all our effects. Our GM decided that all my prepared extracts were dispelled as well. I agree to the buffs, as these are what the book specifically states as the "effects" being dispellable.

However an alchemists extracts are supernatural (as stated in the APG) in origin and therefore not subject to dispel magic or Mages disjunction (mages Disjunction works on spells and spell like effects, both of which an extract is not, they are SU)... Am I correct on this?


Supernatural abilities can not be dispelled.

Link (Table is on page 555 of the core rulebook if you need a page reference)


Only specific thing stated in the rulebook that can shutdown SU's is an antimagic field and that negation only lasts for as long as you're in the field.

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