ZerglingOne
2010-03-30, 05:01 PM
It is often accepted by many that this 6th level spell carries too much power for its level. I mean, you just wave your finger at level 13 and your fighter buddy can suddenly take down an epic level caster (barring disjunction or some other super high level dispel) with ease. This rebalance of the spell attempts to combat something stupid like that from ever happening again.
Anti-Magic Field
Abjuration
Level: Sor/Wiz 6, Clr 8, Magic 6, Protection 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 10 ft
Area:20 foot emanation centered on you (beefed up from 10)
Duration: 10 min/level
Saving Throw: None
SR: Special
When this spell is cast, an invisible, intangible barrier is thrown around the caster that attempts to stop and suppress all magic from working in the affected area. The user rolls 1d20 and adds it to her level to determine the DC of any magic effect working in the area, this will also be what is required to dispel the field using Mordenkainen's Disjunction.
Spellcasters that attempt to fire spells into or out of the field are allowed to make a caster level check (caster level + 1d20) for each spell they try to cast to overcome its effects.
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Spells or effects that ignore spell resistance may freely enter the field, but if the user/caster is inside the field, the normal casting rules for being inside apply.
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All spells(buffs) currently affecting someone are entitled to just one caster check (caster level(of the buffer) + 1d20). If this check succeeds, they all persist, if the check fails, they are suppressed for however long the affected stay in the field. If buffed by two or more people, only use the higher level caster's level.
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Summoned creatures and incorporeal undead are entitled to a hit dice check (HD + 1d20) to overcome the effect, if they fail, they wink out while in the area affected by the field, if they succeed, they are unaffected by the current casting of the field.
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If a creature with spell resistance greater than the initial caster check enters the area, they, any equipment they are wearing, and any spells they attempt to cast are unaffected.
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Magic items are entitled to a caster level check to overcome the field's effects, if they succeed, they are unaffected by this casting of the field, if they fail, they become mundane versions of themselves for as long as they're in the field. Artifacts are unaffected entirely.
Essentially it imparts a good deal (or a very little deal if the roll is low) of spell resistance upon the area instead of blocking everything magical entirely. As for the original, make it a 9th level spell called Dead Zone that prevents all but the strongest magic from working. Like Disjunction has a chance to destroy artifacts, give artifacts a chance to not work inside of it. Even stop SR-proof things from affecting it, like if created by magic, it cannot enter. Thanks for reading.
Anti-Magic Field
Abjuration
Level: Sor/Wiz 6, Clr 8, Magic 6, Protection 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 10 ft
Area:20 foot emanation centered on you (beefed up from 10)
Duration: 10 min/level
Saving Throw: None
SR: Special
When this spell is cast, an invisible, intangible barrier is thrown around the caster that attempts to stop and suppress all magic from working in the affected area. The user rolls 1d20 and adds it to her level to determine the DC of any magic effect working in the area, this will also be what is required to dispel the field using Mordenkainen's Disjunction.
Spellcasters that attempt to fire spells into or out of the field are allowed to make a caster level check (caster level + 1d20) for each spell they try to cast to overcome its effects.
.
Spells or effects that ignore spell resistance may freely enter the field, but if the user/caster is inside the field, the normal casting rules for being inside apply.
.
All spells(buffs) currently affecting someone are entitled to just one caster check (caster level(of the buffer) + 1d20). If this check succeeds, they all persist, if the check fails, they are suppressed for however long the affected stay in the field. If buffed by two or more people, only use the higher level caster's level.
.
Summoned creatures and incorporeal undead are entitled to a hit dice check (HD + 1d20) to overcome the effect, if they fail, they wink out while in the area affected by the field, if they succeed, they are unaffected by the current casting of the field.
.
If a creature with spell resistance greater than the initial caster check enters the area, they, any equipment they are wearing, and any spells they attempt to cast are unaffected.
.
Magic items are entitled to a caster level check to overcome the field's effects, if they succeed, they are unaffected by this casting of the field, if they fail, they become mundane versions of themselves for as long as they're in the field. Artifacts are unaffected entirely.
Essentially it imparts a good deal (or a very little deal if the roll is low) of spell resistance upon the area instead of blocking everything magical entirely. As for the original, make it a 9th level spell called Dead Zone that prevents all but the strongest magic from working. Like Disjunction has a chance to destroy artifacts, give artifacts a chance to not work inside of it. Even stop SR-proof things from affecting it, like if created by magic, it cannot enter. Thanks for reading.