| Qorbane |
Okay let us say that my NPC has an Amulet of Antimagic Aura on and one of the PC's grabs a hold of him. Would the effects of the PC's Belt of Physical Perfection ( That he has had on for longer then 24 hours ) be shut off?
The belt's have a weird catch phrase on them that implies that if you have had it on for longer then 24 hours then the spell is more or less permanent. ( My PC's brought that to my attention, I did not agree with that interpretation but I said I would decide on it. )
I know that if you have had your ability increased through something like a Tome then the magic ability gains will not disappear after entering the field, but I am fairly sure that spell increases like Bull's Strength and the sort would disappear when entering the field. But the Belts and Headbands and stuff appear to be a bit different.
What do you all think? Does it disappear? or does it stay on them in the field?
| SwiftyKun |
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
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.
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. Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Going by the spell, which I'm assuming is just turned permanent by the amulet, the belt ceases to give it's magical bonuses, but for the duration of being inside the anti magic field is one stylish master work belt. Once the person wearing the belt leaves the field however, they get all of their magical bonuses back.
| Snowleopard |
I agree. And I always interpreted this as the magically enhanced stats to be reinstated (as a temporary bonus) and after 24 hours again available as a permanent stat increase. Damage increased in the temporary bonus, as are the skill rolls. But the increased carrying capacity does noet reappear until after 24 hours.
For headbands of increased mental stats that means that the extra spells gained by the increased stat dissappear and that they cannot be reinstated untill 24 hours have passed.
I believe that the PRD cautions GMs and players to keep a seperate record for the extra spells provided by items as they dissappear when the item (temporarily) ceases to function. If you didn't do that I would advice to randomly assign what spells dissappear, but that's not RAW. It's just a suggestion.
I would allow players to memorize the spell after 24 hours as if they left the slot open in order to memorize a specific spell later, if they need it. That costs 10 minutes per spell I believe and I am not sure wether that's within the rules or that players can only decide that at their daily ritual with the spellslots they have available at that point in time.
| wraithstrike |
The reason for the 24 hour limit on the belts and the headbands is only to limit item swapping. The devs felt it would not be good for the game, and antimagic aura's don't shut magic down that is in place, they just make it so the effects are not able to be used so the belts should not have to be reset.
| Snowleopard |
The reason for the 24 hour limit on the belts and the headbands is only to limit item swapping. The devs felt it would not be good for the game, and antimagic aura's don't shut magic down that is in place, they just make it so the effects are not able to be used so the belts should not have to be reset.
That would be great!!! Do you know where that was explained????