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I figured I'd come here to get some thoughts and suggestions on how this will play out.
My group will probably be using Anitmagic Field within the Runeforge. I imagine this will trivialize MOST of the encounters so I'm looking for suggestions or opinions as to how it might play out.
If the party is able to corner one of the boss wizards and pin him down in the antimagic field it's pretty much over right? Are there any tips/tricks the wizards could have to combat this?
Thanks in advance for any help!

Mark_Twain007 |

Question, How many times can they cast it per day, and does your party only have 1 caster that can use it?
Here's my thought, Yes, in a dungeon full of magic traps and wizards, anti-magic field is going to be awesome, good job on your parties part for having it, but while it does have a fairly long duration at 10 minutes a level, that's time proper use of the rules can waste easily.
Perception check to search rooms take time, not sure if there is a rule for the exact amount, but average room size with stuff to search though should be at least 5-10 minutes.
Identifying a magic item takes at least 4 rounds, 1 for detect magic, and 3 for the spellcraft check. It will take 6 rounds if the concentrate the detect magic to get the aura types.
Have the wizards talk to them, it might not save that wizard, but it still wastes time. Also anti-magic field has to be cast on the caster, so it only reaches 10 feet from them. The wizard can't hurt them, but they can hurt everyone who isn't in the field with spells, and if the caster wants to get that close a few of the wizards can really make them pay for it(extraordinary abilities are not affected).
If you are worried about it give the wizards some non magic using minions. A wizard can spellcraft an anti-magic field, he knows what is going on. How long do you think the wizard will live when he has agro? He will have to run, or kill the field so he can use his magic to save himself, or be healed by someone because non of his parties magic will work in the field either.
One more think, these are smart bad guys. once they realize they have guests they will find out as much info as they can about them. Some have Scry, others have spies. If one of them realizes the party is killing everyone, maybe he takes the fight to them while they are sleeping.
Hope it helps, let me know if you have any more questions.

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Thank you for the suggestions!
Some more details on the party - caster is a well-armored cleric using his domain spell so he is quite effective just standing next to an enemy wizard. Meanwhile they also have a fighter built around tripping with a high AC so the fighter can keep a wizard tripped/locked down in the area. Finally - the party has a strong archer that can easily do quite a bit of damage without relying heavily on magic aspects of any shots.
If they assault any given wing of the Runeforge I think they can easily blast through it in the 2+ hours of anti-magic. I do agree with you on having some minions and allowing for the highly intelligent wizards to understand the danger. I am just not sure what the best options these wizards have to work around it.
I don't want to change too much from the campaign as-written. I'm mostly just curious generally-speaking how to plan for it. Perhaps the best thing I can do is have them take out a wizard easily and then have other wings of the runeforge recognize the danger and press the offense against the party.

Tangent101 |

The Wrath quarters will just have the folk inside charge and attack - I don't think sinspawn are blocked by antimagic sphere, and the teleporters won't work while it's up.
Other groups are smart. When they realize there's an antimagic sphere, they'll likely flee unless like the Wrath-crew are able to fight effectively hand-to-hand.

captain yesterday |

someone needs to start a Motley Crue cover band called Wrath Crue, not me, but someone.
also i would never in a million years go see them (i'm still trying to repress my very very short-lived enjoyment of crap metal)
now that i ponder it

Mark_Twain007 |

Spoiler tag just in case.
Unfortunately there is no great way to plan for it, and again, antimagic field is one of the best ways to shaft a wizard, and they are going into a wizard dungeon. I think some wings will press the attack if they realize what is going on, some won't it kind of depends, Sloth for example will probably just sit there and wait, but wrath will definitely bring the fight to them.
Azaven for for example could use wall of force to cut off the cleric from the rest of the party, or even part of it. Wall of force is unaffected by antimagic field, so the cleric would have to not have it on to cast something to port through the wall, or to try and heal people.
Another option though you will want to be careful with it, is artifacts. Antimagic field has no effect on them, but giving them, even lesser ones, to bad guys means the party will end up with them as well. You could also add more fighting minions or golems, since they would work too.

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Sometimes, a group stumbles across a near-perfect synergy of tactics, opponent, and environment. It's ok for this to happen because the GM needs to let the players be awesome sometimes.
I wouldn't worry about this unless it becomes their go-to tactic for most situations and starts proving itself too effective. Keep in mind that intelligent enemies (and Wizards are known for being intelligent) would foresee such a tactic and a devise a counter. Additionally, for foes later in the game, remember that the heroes are being watched.
-Skeld