Antimagic Items


Advice


Is there any item that produces an antimagic field or forces a creature to suffer an antimagic effect? Something that doesn't require spell casting or UMD. Something non casters can take advantage of

Liberty's Edge

Can't have a magic item that's magic suppresses magic by normAl rules. It would have to be a custom artifact that existed outside normAl item creation mechanics

Shadow Lodge

None that I'm aware of, but you could make one using these rules
Edit: you could do long as it wasn't continuous


I guess something like a "magical bomb", you throw it and explodes and where it lands it becomes an antimagic field area.

Or something along those lines. I know 3.5 had an Antimagic Torc, worked wonders on pesky spellcasters.


Not within the current rule books.

And honestly, as much as I hate the martial caster disparity, letting martial characters just run around with antimagic items isn't the answer to that problem.

So no there isn't, and no there shouldn't be.

Also, the sheer problem the spell creates for everyone with having to recalculate stats and completely audit their characters when that spell comes out...honestly the spell should probably be retired or edited.

Hell, only full casters are able to cast it as far as I'm aware (there may be some other builds that can gain access to it) so it usually something that rarely comes up (because it has to be centered on the caster).

Edit: Well, I'm actually wrong that there aren't.

I did find one: Equalizer Shield

Liberty's Edge

Never noticed that one. But that is 1 minute per day for about +118,000 above the +1 mithril shield for that ability.


Shar Tahl wrote:
Never noticed that one. But that is 1 minute per day for about +118,000 above the +1 mithril shield for that ability.

Yep, like I said, it's not an ability that martial characters should generally have access to.

Hence a price tag you literally can't afford it before level 13, and you'll be spending all your wealth on it (which technically you can't do as you can't spend more than half your wealth on a single item). You would have to wait till 15th level until it's only about half your wealth by level.


What you really need is for when you're fighting the last wizard boss who isn't a Solar or Pit Field or similarly powerful creature is a way to get Mage's Excellent Enclosure.

For a one-shot item, it costs 50*6*11 = 3300 gp, which isn't great, but isn't exactly awful.

It still kinda bothers me that casters are better caster-killers than most martials.


I believe you can make an anti-magic field permanent, so go get a pebble, cast anti-magic field and permanency.

Shadow Lodge

You can't cast permanence on it, as permanence is magic.


Taku Ooka Nin wrote:
I believe you can make an anti-magic field permanent, so go get a pebble, cast anti-magic field and permanency.

No, it's not on the list of spells available for permanency.

Also, antimagic field is always centered on the caster. The only way I know of to get antimagic not centered on the caster is to take two levels of Arcane Archer for Imbue Arrow.

Silver Crusade

But there is the Words of Power's Negation and boosting the target word.
Make a magic item outta that!


There's a trilogy of novels by Weis and Hickman (of Dragonlance fame) called the Darksword Trilogy. It's a decent story, but more importantly for this thread, it has an idea that you might find useful: a weapon forged from an anti-magic ore.

It could be the ultimate equalizer. It would negate most magical defences, dispel magic on struck creatures and objects, and could be used to parry incoming magic by negating it.

Of course, the bearer of such a weapon would instantly become the greatest enemy of all magic users, and would most likely be hunted constantly. That would make an excellent use for the Vigilante dual identity protection from divination.

Dark Archive

Scythia wrote:

There's a trilogy of novels by Weis and Hickman (of Dragonlance fame) called the Darksword Trilogy. It's a decent story, but more importantly for this thread, it has an idea that you might find useful: a weapon forged from an anti-magic ore.

It could be the ultimate equalizer. It would negate most magical defences, dispel magic on struck creatures and objects, and could be used to parry incoming magic by negating it.

Of course, the bearer of such a weapon would instantly become the greatest enemy of all magic users, and would most likely be hunted constantly. That would make an excellent use for the Vigilante dual identity protection from divination.

There's like seven of those books, by the way.

That being said, something like the Darksword wouldn't be a bad idea. It would be, in essence, a magic weapon that supplies you with Spell Sunder. I don't remember if it actually absorbed magical attacks directed at the wielder, but I know that it would eat magic on use. Definitely go a long way towards leveling the playing field.


I think their was something like that in 3.5. I remember reading it in the magic item compendium. Dispel on hit and ignore all magic generated miss chance. Not much of a caster level, but many monster don't have a high caster level.


You could probably cast wish: Make my next spell permanent, and then cast anti-magic field, possible with Wish.
I mean, if you're going to spend 50,000 gp to do it....

You could craft a magic item that has a constant anti-magic field on it, and just ensure that the anti-magic field is set off by a condition. Basically, I envision the field lasting its static duration, then ending, but the next round the spell activates again, offering a 1 round opening to cast spells. It could be a cool dungeon obstacle.

Basically, you'd be so far into cheese that the GM would probably ban it. If you are the GM, be aware that the PCs will probably get their hands on the item since, you know, you can't teleport it away.


Claxon wrote:

Not within the current rule books.

And honestly, as much as I hate the martial caster disparity, letting martial characters just run around with antimagic items isn't the answer to that problem.

So no there isn't, and no there shouldn't be.

Also, the sheer problem the spell creates for everyone with having to recalculate stats and completely audit their characters when that spell comes out...honestly the spell should probably be retired or edited.

Really? I find it hard to believe antimagic forces that much editing. Considering how much Su, Sp, and magic items are involved, it's very safe to say it's simply a matter of keeping track what can you do in an antimagic area as opposed to what can't you do.

For example, a Wizard character? You're done for. Use base stats, base saves, base everything, no magic, no anything really.

A Fighter decked out in gear? Base attack, base saves, masterwork weapon, no resistances to anything. It's simple. Only thing you'd have to calculate is hp if he had a Con boost, but that's easy. If anything, a character in an antimagic area is extremely much easier to run because so many options are gone.


As for why I ask, it's for villains in my games. Considering my players always run PCs with heavily optimized gish characters, spellcasters, or anything else supernatural, enemies that can greatly even the odds with an antimagic item is the top method in my games to make the PCs scramble in real fear.

That and Sundering :D


Barachiel Shina wrote:

As for why I ask, it's for villains in my games. Considering my players always run PCs with heavily optimized gish characters, spellcasters, or anything else supernatural, enemies that can greatly even the odds with an antimagic item is the top method in my games to make the PCs scramble in real fear.

That and Sundering :D

Yeah, don't hard counter aspects of your PCs, instead use lots of enemies with Spell Resistance. If you do do this, expect your PCs to call bullcrap on you.


So, you want something unique, for a villain to use?

Spoiler:

Kiss of the Void
Minor Artifact

This flat black sword seems to never reflect light, and is oddly simple looking for an object of such power.

Attacks with this weapon ignore all magical protections that do not rely on a miss chance. (For example, enhancement bonus on armor, mage armor or shield spell, barkskin spell, so on). In addition, any target struck by this weapon has any ongoing magical effects, positive or negative, dispelled. A target who is struck while casting a spell must not only make a check at double the normal DC or lose the spell, but must do so in order to cast any spell for 1d4+1 rounds. Any spells (or spell like abilities) that target the wielder or include the wielder in their area of effect are negated. If the weapon touches an ongoing spell effect (such as a wall of force), the effect is ended. This includes summoned creatures, but not gated ones. Any time the weapon negates or ends a magical effect, the wielder is healed for a number of HP equal to the HD of the caster, with excess healing becoming temporary HP, up to a maximum amount equal to the wielder's Constitution score.

Kiss of the Void may only have one wielder at a time, and the process to "attune" to it is both painful and requires sacrifice. In order to become the new wielder, first the old wielder must either be dead, or be killed as part of the procedure. Secondly, the would be wielder must bathe the weapon in their own lifeblood. Should they be accepted as the new wielder, the weapon will seal their wound, leaving them alive, but with a distinctive scar and a permanent loss of 2 Constitution points. The sacrifice continues in that the wielder cannot benefit themselves from any spells or magical items.

This seems both suitably capable of allowing a purely martial character to strike true fear into magic users, and also something that they would have no interest in using if they got ahold of it.

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Barachiel Shina wrote:

As for why I ask, it's for villains in my games. Considering my players always run PCs with heavily optimized gish characters, spellcasters, or anything else supernatural, enemies that can greatly even the odds with an antimagic item is the top method in my games to make the PCs scramble in real fear.

That and Sundering :D

Antimagic isn't an answer to that. It's just a giant "screw you."

If you want your villains better prepared, then have henchmen that specialize in grappling or do dispel duty. My Big Bads always have a small army of mages dedicated to counterspelling. I call then "spell bodyguards."


Not necessarily. You see, powerful PCs attract powerful attention. They also are extremely famous. Unless they are taking EXTREME measures to hide themselves, the chances are huge that information has been collected, sold, spread, whatever about them and their common abilities. (Hey, if PCs can use divination, gather information, and Knowledge checks to gain info, the enemies can too!)

So it's not really a "screw you from the GM" tactic. Enemies are going to take measures to counter the heroes. Is that not the staple of any fantasy story? Or are all enemies, no matter how high the Int and Wis scores, tend to be bumbling, surprised fools against PCs?


There is always the ring of spell storing (greater), but Wow! is it expensive. 200,000 GP. makes a nice reward for the PC's to fight over at the end of the fight.


Barachiel Shina wrote:


Really? I find it hard to believe antimagic forces that much editing. Considering how much Su, Sp, and magic items are involved, it's very safe to say it's simply a matter of keeping track what can you do in an antimagic area as opposed to what can't you do.

For example, a Wizard character? You're done for. Use base stats, base saves, base everything, no magic, no anything really.

A Fighter decked out in gear? Base attack, base saves, masterwork weapon, no resistances to anything. It's simple. Only thing you'd have to calculate is hp if he had a Con boost, but that's easy. If anything, a character in an antimagic area is extremely much easier to run because so many options are gone.

It really does. Most people I know don't keep track of their enhanced stats or enhanced attacks with weapons separately from their un-geared values. People don't tend to write down their stats without magical gear because short of antimagic field almost nothing targets them. Or, if it does it only targets one at a time forcing a single recalculation.

Sure, if you want all the extra book keeping you can do it, but I've never played with anyone who does because 99% of the time it's not even useful.


Odd. The character sheets I give out has the base scores written first, and then any adjustments are written afterwards.It makes it really easy to know what is base and what sort of bonuses are there (and where they are from).


Barachiel Shina wrote:
Is there any item that produces an antimagic field or forces a creature to suffer an antimagic effect? Something that doesn't require spell casting or UMD. Something non casters can take advantage of

A Rod of Cancellation will make magic items into mundane items. It's a pricey (11,000gp) single-use item.

Another potential option is a rogue's Dispelling Attack. Every time the rogue does sneak attack damage to a target, a Dispel Magic-like effect is cast on the target. With a high-level rogue that uses TWF, that can be a lot of dispel magics per round. Of course, this means a minimum of 10 class levels for your BBEG. Dispelling Attack does not work particularly well against magic items.


Yeah, well, I am looking for something more generic and easily accessible to any class, particularly noncasters. I can't really send a ton of high level rogue with that talent out of no where. I try to maintain a sense of realism.

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