Noticing an antimagic field


Rules Questions


Is it possible for characters to notice that they stepped into an antimagic field?

If so, what kind of roll would be used? Spellcraft? Knowledge (Arcana)? Caster Level Check?


Well, if they were wearing stat enhancers or the like they would presumably notife quick-like.

The Exchange

Their glowing sword turns off, they feel weaker and dumber, their ioun stones fall to the ground. Kinda obvious for geared out pcs.


I don't think the rules cover this, except for the obvious situations already mentioned. Personally I'd give them a Spellcraft check.


I would say no check required, you step into a antimagic field and most of your gear no longer functions. At the very least your belt of physical stat increasing would cease to function and your headband of mental ability increase would turn off. Presumably this would be enough to "feel" that something turned off your magic.

For any high level character with lots of magical gear on them, it is in my opinion, relatively obvious when you've entered an antimagic field.

But, assuming you wanted to recognize it before you step inside a knowledge arcana check would technically identify it.

Quote:
Identify a spell effect that is in place Arcana 20 + spell level

Spellcraft would only be used to identify the spell Antimagic Field as it is being cast, not after it has been cast.


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darth_borehd wrote:

Is it possible for characters to notice that they stepped into an antimagic field?

If so, what kind of roll would be used? Spellcraft? Knowledge (Arcana)? Caster Level Check?

It depends. If they have magic items or spells active, there will likely be an observable effect.

From the Core Rulebook, "Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions."

So, if there are magic weapons out, odds are good that something obvious happens.

No rolls required.

On the other hand, if the party has no magic gear to observe, then there's no roll involved. They might as well have stepped into an anti-taco field while not carrying any Mexican food. You'd never know.

Spellcraft is used to identify running spells, but you'd need some sort of way to observe it.

Also, worth pointing out... antimagic field surrounds a caster. So this typically won't happen in the middle of nowhere... it's around a person.


Anguish wrote:
Spellcraft is used to identify running spells, but you'd need some sort of way to observe it.

Clarification, this is wrong.

But, I don't blame you because it's easy to get wrong.

Knowledge Arcana lets you identify spells in place, as I quoted. Spellcraft lets you identify spells as they're being cast.


As suggested earlier, I agree that highly-geared out PCs would notice instantly.

I would give less geared out PCs a perception to notice their magic items not functioning as normal. Then I'd give a knowledge check.


Indeed well heeled characters almost instantly (well it might be a few other things going on as well: dead magic zone, greater dispel to start an ambush etc.) but --> your Continual Light source just winked out, the Telepathic Bond(s) goes quiet, your carrying capacity just nose dived, your walking/movement speed just dropped, your humans Darkvision just went bye bye, the Overland Flight just ceased, the Rogue just got noisier (although maybe you miss that as your perception just went south), and the guy in the group or rather the character with a fondness for alter self/shapechange/wildshape just went boringly normal :D just to name a few sudden changes that might occur.

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