
CalethosVB |

Spell resistance only applies to summons, and only if the summoned creature has spell resistance. Not all spells can be checked against spell resistance.
Examples: Acid Splash- Spell Resistance? No. Save? No.
Ray of Frost- Spell Resistance? Yes. Both Cantrips.
Alarm- Spell Resistance? No. Anyone with SR 1,000 can walk into the area and trigger it.
Decompose Corpse: yes (object)
Even buff spells like Badger's Ferocity and Enlarge Person are subject to SR (and saving throws).
Acid Pit- SR no.
Solid Fog- SR no.
The Spell Resistance portion of Antimagic Field only applies to forcing a summoned creature with Spell Resistance to "wink out". They still cannot use their SP/SU abilities within 10 feet ofthe caster of Antimagic Field.

Tybalt Baneko |

I feel like this really throws the balance of the game.
Say a fighter gets a way to cast this, an item of some sort. EVERY CASTER THAT ISNT FASTER THAN HIM DIES.
I feel that if you have spell resistance higher than the person who has cast the spell s check that you should be able to cast in it. Spell resistance is still a pretty rare thing, or is at least hard to get.
There's just no good way for a caster to confront someone even mildly proficient in meelee in this thing.

Alton Nimblewit |

Say a fighter gets a way to cast this, an item of some sort. EVERY CASTER THAT ISNT FASTER THAN HIM DIES.
Not sure what you mean by that. An Anti-Magic field only has a range of 10 feet.
If a caster's turn starts with the fighter adjacent to the caster, the caster needs only distance himself 10 feet from the fighter to escape. Even with Following Step, a fighter can't stop small sized casters from successfully moving 20 feet. Any caster who doesn't have an escape spell and goes up against an opponent who can use a spell with a minimum CL of 11 is either ill-prepared or doomed from the start.
I'd be more concerned about the anti-magic radiating barbarian with No Escape. That means two rounds of epic pounding that the wizard in a weakened state, simply cannot handle.
And if my PCs found a means to do that and used that tactic successfully, I wouldn't be upset... I'd be impressed.

Anzyr |

I feel like this really throws the balance of the game.
Say a fighter gets a way to cast this, an item of some sort. EVERY CASTER THAT ISNT FASTER THAN HIM DIES.
I feel that if you have spell resistance higher than the person who has cast the spell s check that you should be able to cast in it. Spell resistance is still a pretty rare thing, or is at least hard to get.
There's just no good way for a caster to confront someone even mildly proficient in meelee in this thing.
First of all unless the "meleer" has a non-magical means of flight, you can safely ignore them. Second, there is a spell that makes casters flat-out immune to Antimagic Field called Aroden's Spellbane that for bonus points will also make you immune to Mage's Disjunction and 3 other spells of your choosing if cast at CL 20. Best of all if last for 1 hour/level, which means that with an Extend Rod it becomes an every other day spell freeing up spellslots.

Ecaterina Ducaird |

Tybalt Baneko wrote:Say a fighter gets a way to cast this, an item of some sort. EVERY CASTER THAT ISNT FASTER THAN HIM DIES.
Not sure what you mean by that. An Anti-Magic field only has a range of 10 feet.
If a caster's turn starts with the fighter adjacent to the caster, the caster needs only distance himself 10 feet from the fighter to escape. Even with Following Step, a fighter can't stop small sized casters from successfully moving 20 feet. Any caster who doesn't have an escape spell and goes up against an opponent who can use a spell with a minimum CL of 11 is either ill-prepared or doomed from the start.
Stand Still is highly situational, but also highly useful, feat. I love it for any 'crowd control / bodyguard' builds. Improved / greater grapple similarly can wreak havoc with your escape attempts as your freedom of movement is now supressed. Gods help you if your GM allows NPCs to use antagonize. 10 foot range means that you ARE spending a move action getting out of there. If you can force the standard (or another move) to be used for something else, then the fighter just steps up to you the folllowing round and your back to square 1. Even things as simple as tanglefoot bags or trip attempts can force problems in the concept of getting far enough out of the AoE and still having enough actions left.
DC 31 UMD isn't really that far beyond reach for a fighter (or monk, or barbarian, or ranger) who didn't dump Char. It's not going to be happening at level 1, but.... max ranks, trait (I be there is a UMD trait somewhere), skill focus.... rogue with the 'I can take 10 on whatever' talent (Skill mastery?). Rapidly stacks up to something not even rolled by the time your around 10th... ironically BEFORE the wizard can cast it.

Kayerloth |
Hmmm wizard vs melee dude in AMF,
1) Probably why I'm having trouble of thinking of such an item discounting scrolls.
2) If my wizard had encountered such a foe he'd first move away withdrawing and/or eating an AoO's as needed, then gain sufficient altitude to avoid melee. Can't fly up and away I'd move and drop Wall of Force or maybe try Forcecage (or later on something Prismatic or perhaps Disjoining if he's really pissing me off. Yeah might have to try that a few times). Now where did I put my Iron Golem? Worse case I go full defense and keep moving ... at least trying to limit him to a single attack and avoid any full round attacks. He's not the only one with Tanglefoot Bags and Smokesticks though the ones in reach in an AMF will be hindered (most being stuck in now closed off extradimensional spaces)
3) Realizing I don't have an Iron Golem (one of my companions was the construct crafter or maybe I'm simply to low a level to have one yet) I utilize a scroll or Limited Wish and cast Transformation (or maybe Divine Power) and turn the melee expert into a pin cushion with my newly learned martial aptitude with this composite bow (which just happens to also benefit from a couple of items/feats I use with my ranged touch attack spells). And I'll try not to do what that idiot at the Academy talked about and try him out with my longsword, heh :)
4) Telekinesis might have potential. Perhaps I can drop something heavy on his head or maybe there is something interesting I can do with this Shrink Item I've been carting around. He had a couple that might have made interesting "bombs" if the cloth was dropped into an AMF. Heck maybe something very interesting has already happened with those Items given he apparently got into my face already somehow and turned them "off" ... we might both be entangled in burning tar already :p
Or Wait! More likely I simply evade him and let my more martially inclined companions deal with them while I deal with other portions of the encounter. Not being a silly wizard I don't try to deal with someone in an Antimagic Field if I have any other choice ... and if I don't then I start trying some of the things above. It's one of the hazards of being a pure caster, right there with highly magic resistant and immune creatures like golems but fortunately for me I have several companions nearby pretty much all the time.

Alton Nimblewit |

Alton Nimblewit wrote:Tybalt Baneko wrote:Say a fighter gets a way to cast this, an item of some sort. EVERY CASTER THAT ISNT FASTER THAN HIM DIES.
Not sure what you mean by that. An Anti-Magic field only has a range of 10 feet.
If a caster's turn starts with the fighter adjacent to the caster, the caster needs only distance himself 10 feet from the fighter to escape. Even with Following Step, a fighter can't stop small sized casters from successfully moving 20 feet. Any caster who doesn't have an escape spell and goes up against an opponent who can use a spell with a minimum CL of 11 is either ill-prepared or doomed from the start.
Stand Still is highly situational, but also highly useful, feat. I love it for any 'crowd control / bodyguard' builds. Improved / greater grapple similarly can wreak havoc with your escape attempts as your freedom of movement is now supressed. Gods help you if your GM allows NPCs to use antagonize. 10 foot range means that you ARE spending a move action getting out of there. If you can force the standard (or another move) to be used for something else, then the fighter just steps up to you the folllowing round and your back to square 1. Even things as simple as tanglefoot bags or trip attempts can force problems in the concept of getting far enough out of the AoE and still having enough actions left.
DC 31 UMD isn't really that far beyond reach for a fighter (or monk, or barbarian, or ranger) who didn't dump Char. It's not going to be happening at level 1, but.... max ranks, trait (I be there is a UMD trait somewhere), skill focus.... rogue with the 'I can take 10 on whatever' talent (Skill mastery?). Rapidly stacks up to something not even rolled by the time your around 10th... ironically BEFORE the wizard can cast it.
What you have there is highly situational...
A 10th level fighter would have to take Skill Focus, burn 10 skill points, and have put 2-5 points of point buy into Charisma in a place where it could have been better spent on Str, Dex, or Con. They would also need to burn a trait in Dangerously Curious. All of that together would balance out to a modifier of +21, so they could effectively take 10 and activate the scroll. Because of the duration, it could feasibly be done out of combat.
Stand Still also requires the use of the sub-optimal Combat Reflexes feat plus the use of Step Up + Following Step (in case they are using a withdraw action).
If you go to that much effort (5 feats, 1 trait, burn 3-5 point buy, 10 skill points on skill-starved classes), I think you deserve to take out the caster, because you might be a bit starved if you have to take down anything that: 1) doesn't care about your anti-magic bubble, 2) has a giant bag of hit points, 3) loves to grapple, 4) has a wall of force in their back pocket, 5) is flying, 6) uses ranged attacks (especially far shot + deadly aim), 7) any two