Antimagic Field - Countering the Antimagic


Rules Questions


So I've taken a look at the Antimagic field spell, and I am currently wondering which options an Oracle would have in regards to either removing the Antimagic Field spell, or possibilities of quickly responding to it.

One example I found was to use the "Ring of Return", to basically teleport out of the AOE as a free action, although the rules in the "Ring of Return" does not state if the Free action is a command word (activated by speech, so that I can use it in other peoples turns)

Does anyone have some ideas? :D
I kinda dread the situation where I suddenly find myself within an Antimagic Field, where I can't do anything O.O'


ah ok, just found out that the "Ring of Return" option doesnt work at all o.o'


Welcome to high-level magic. Don't dread it, go with it.

There aren't many counters to anti-magic field. It is, itself, a hard counter to the most powerful force in the world: magic. The general solutions include a) Aroden's Spellbane, b) Mage's disjunction, c) an overlapping antimagic field (not very helpful), d) counterspelling it (not very helpful), and e) walking out of it, then using conjurations to obliterate whoever is in it that you don't like. It's not that big a deal though, as most people manage the walking out of it just fine.


aah ok ^^
then my main option would be to just walk outside of it, since I dont have access to Aroden's Spellbane or Mage's Disjunction o.o
although I believe I will then need to learn a bit more of the summon spells from the oracle spell list xD

But is there any way for me to obtain the Aroden's Spellbane or Mage's Disjunction?


Summons won't work. When I said conjuration, I meant conjuration (creation) effects that are instantaneous in nature. Those won't disappear inside the field. As for those spells, you'd have to look at certain mysteries, be a samsaran with mystic past life and pick real carefully, elven ancient lorekeeper archetype, or have high UMD and a scroll or two. Honestly though, you're worrying too much about this. You might not see the spell, ever, because the campaign ends too soon, or your character dies, or just because anyone casting the spell is a high-level spellcaster who JUST TURNED OFF THEIR OWN SPELLCASTING!

Sorry for the caps, just wanted to make that point really clear.


Lathiira is correct: AMF isn't a spell to fear most of the time.

The only time it's likely to be effective is when a large (since there is now a FAQ clarification that the size of AMF increases when cast by a large/huge/etc creature), combat capable monster uses it with high DR (eg a dragon). And even then, it's not the end of the world for the martial members of a group to kill it without any magic.


Lathiira wrote:

Summons won't work.

...

As an aside, Summons work so long as you are conjuring hoards hordes of Lantern Archons. Their pew pew rays are (Ex) so they can shoot into the AMF, and they target touch AC as well as bypassing all DR. It's not the most effective option, but it's an option.


oook :)
Then I believe I might be thinking too much about it xD
and I had forgotten the fact that the opponent will disable their own spellcasting also xD so thankyou for mentioning that Lathiira ^^/
I will just need to walk outside of it, help with what I can, and trust in my other companions, like Gilarius says ^^b


I preferred tactic is to use Eldritch Conduit on an enemy, then cast Anti-Magic Field centered on the target.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Gilarius wrote:
The only time it's likely to be effective is when a large (since there is now a FAQ clarification that the size of AMF increases when cast by a large/huge/etc creature), combat capable monster uses it with high DR (eg a dragon). And even then, it's not the end of the world for the martial members of a group to kill it without any magic.

The most effective use of antimagic field is an arcane archer using Imbue Arrow (along with a Quickened true strike) to shut down an enemy spellcaster... especially if that enemy is using magic to fly ("Aaiiieee!" *splat*).

As far as staying out of the field while attacking someone inside it goes, enlarge person/righteous might and a reach weapon will do the trick.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Slight nitpick:

Hoard = a collection of treasure

Horde = a group of creatures


Dragonchess Player wrote:
Gilarius wrote:
The only time it's likely to be effective is when a large (since there is now a FAQ clarification that the size of AMF increases when cast by a large/huge/etc creature), combat capable monster uses it with high DR (eg a dragon). And even then, it's not the end of the world for the martial members of a group to kill it without any magic.

The most effective use of antimagic field is an arcane archer using Imbue Arrow (along with a Quickened true strike) to shut down an enemy spellcaster... especially if that enemy is using magic to fly ("Aaiiieee!" *splat*).

As far as staying out of the field while attacking someone inside it goes, enlarge person/righteous might and a reach weapon will do the trick.

Agreed, with both points. However, there are very few arcane archers around, generally, and most of those are PCs.


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Hmm, a familiar could get Antimagic Field via share spells, a level 11 wizard could pull that. Imagine an anti-magic cat jumping onto an enemy caster...


Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Antimagic Field
School abjuration; Level cleric/oracle 8, sorcerer/wizard 6; Domain magic 6, protection 6
CASTING
Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)
EFFECT
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text

By a strict reading of the spell & ability, AMF cannot be used with familiar's share spells.


Mage's Magnificent Enclosure, meanwhile, works excellently with Deliver Touch Spells.

Liberty's Edge

You cannot use eldritch conduit to cast AMF on someone else because AMF is an emanation but eldritch conduit only works on cones, lines, spheres, and cylinders.

An anti-magic field isn't typically something to fear. It's centered on the caster and prevents them from casting. VERY few things can cast one and still be much of a danger, typically outsiders and dragons, and even they would think twice.

An Oracle's best bet, in the rare case an AMF comes out on a creature that isn't puny with one going, is to run and hide. If you're lucky the party wizard will have a wall of force or prismatic wall to trap the foe with, or the party beatsticks will be able to take the creature down sans-magic.

NOTE: DR/magic, DR/material, and DR/alignment are all supernatural abilities, AFAIK, and would be suppressed in an anti-magic field. Dragons and Outsiders won't give up their DR lightly.


Gilarius wrote:
By a strict reading of the spell & ability, AMF cannot be used with familiar's share spells.

I was sceptical myself, but familiar seems to be extraordinary (arcane bond is ex / su, with bond item likely su) and share spells is not typed at all.

Do you mean the missing line 'Target: you'?


SheepishEidolon wrote:
Do you mean the missing line 'Target: you'?

Yes, that's what stops it from working.

Antimagic field is an area spell. It has no target and cannot be cast on your familiar any more than Detonate can.


Hmm, I see.

You might have saved my players - I actually planned to throw a detonating familiar at them...


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You could use a metamagic rod of Familiar Spell.


No love for the wizard hat which is secretly a tent?

An Antimagic Field is an emanation. This means that it's stopped by total cover, so if you can find some way to get total cover from the source of the Antimagic Field it doesn't affect you. This is best done with a permanent magic item but day/level or hour/level effects can also work. The specific spell in this case is Shrink Item. Cast it on a tent without a bottom, shrinking it down small enough to wear it as a hat. Ideally, make it permanent as well (because the spell is Wiz/Sorc only so you can't constantly recast it). Now whenever you come in range of an Antimagic Field the spell on your hat ends and a tent covers you, providing you with total cover.

Now, that's a fairly high level (and complicated) tactic, but anything that gives total cover works. Wall, maybe a tower shield? I don't know for sure on that one. Emanations can't go around corners so you only need a solid barrier between you and the source of the Antimagic Field. Of course, Antimagic Field's radius is so small it's easier just to move out of the range, probably.


Gilarius wrote:

Lathiira is correct: AMF isn't a spell to fear most of the time.

The only time it's likely to be effective is when a large (since there is now a FAQ clarification that the size of AMF increases when cast by a large/huge/etc creature), combat capable monster uses it with high DR (eg a dragon). And even then, it's not the end of the world for the martial members of a group to kill it without any magic.

Your example only fully works if the DR is Ex rather than Su. Dragons lose their DR in an AM field.


The distinction between extraordinary and supernatural DR, albeit very useful, is a 3.5 rule that was never converted to Pathfinder, as far as I am aware.

Liberty's Edge

Avoron wrote:
The distinction between extraordinary and supernatural DR, albeit very useful, is a 3.5 rule that was never converted to Pathfinder, as far as I am aware.

DR is still listed as "Ex or Su" in pathfinder, but it does not clarify. I guess you're just expected to magically know which is which.


Here are the 3.5 divisions, for reference:

Extraordinary: DR/piercing, DR/bludgeoning, DR/slashing, DR/adamantine, DR/-

Supernatural: DR/magic, DR/cold iron, DR/silver, DR/chaotic, DR/evil, DR/good, DR/lawful, DR/epic

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