Da'Shain
2013-01-09, 02:42 PM
In our last session, my current DM threw a dragon using AMF at us, to the collective groans of my party. After we defeated it (largely due to the DM giving us a break), the DM admitted he didn't much like the spell either, but saw no reason the dragon wouldn't use it when it was on his spell list.
I know there's ways around it, but the ones I've heard pretty much all require being prepared for it and having exactly the right spells or characters tailor made to do so. It's also always seemed to me way too powerful an effect for a 6th level spell to have, flat out negating pretty much all spells regardless of caster level or power and totally boning martial classes that rely on magic items.
So, in my own upcoming game, I'm planning to houserule it to make it a bit easier to deal with while still keeping it a viable option, make it interact with other spells a bit more. Here's what I have so far:
Antimagic Field (and similar effects):
When cast, the 10-foot radius emanates from the intersection of squares at the center of the target's space. If cast on a creature occupying an odd number of squares (i.e. Medium or Huge), the caster must choose a corner of their center square from which the AMF will emanate for its duration.
AMF is not invisible, but manifests as a subtly greenish rippling area that can be seen with a Perception check DC 25.
An AMF must now beat any creature's spell resistance before affecting it or its equipment. This check is made each time a new creature would be affected by the AMF, and is made separately for each creature. Any SR possessed by the target of the AMF is automatically pierced.
A hero point can be spent to ignore the effects of AMF for one round.
Damage Reduction, as a Su ability, does not function in AMF. All Su or Sp abilities are suppressed as normal; Ex abilities remain unsuppressed in general, unless obviously magical in some fashion (e.g. incorporeality).
A Mage's Disjunction or similar effect destroys the AMF with no roll or save required. Objects and creatures inside the destroyed AMF are not affected, however, nor are buffs which were suppressed by the AMF.
A Wish spell or similar effect can confer the ability to ignore AMF's effect on buffs and gear for 1 round/level of caster. It cannot, however, confer the ability to cast spells or manifest powers inside of an AMF. A Limited Wish or similar effect does the same, but lasts for only 2 rounds.
Only two spells may be cast inside an AMF: Mage's Disjunction (or similar effect), or Greater Dispel Magic (or similar effect, for power, it requires PP expenditure of at least 11 pp before any pp mitigators). The latter must be cast as a targeted dispel on the target of AMF, and must be cast from inside the AMF (otherwise it passes through without effect). If there are no spaces inside the AMF that can be occupied by the GDM caster, they must cast from a space directly adjacent to the AMF. The DC to dispel AMF is 5 higher than normal. If it succeeds, the AMF is dispelled, but no other buffs or debuffs on the target of AMF are affected.
Any weapon swung, thrown or fired into a square affected by AMF loses its magical properties. If the weapon's wielder does not have to enter the squares to attack, though, magical equipment and buffs on the wielder function as normal. (i.e. A Large sized Fighter attacks with a magical spear into an AMF; he has reach 15 and thus does not have to enter, but the spear does and thus he loses its bonuses to hit and damage. Likewise, an archer firing into an AMF retains their own buffs and bonuses, but bonuses conferred on the projectile are suppressed, so a +5 Bow does not confer a +5 bonus to hit or damage a creature in AMF.)
Creatures wielding natural weapons and attacking into an AMF lose the benefits of all buffs and equipment for the purposes of that attack.
I'm not the most experienced DM in the world, so I figured I'd run these by the minds here and see what they came up with. So, how does this look? Unbalancing? Has anyone houseruled AMF for themselves, or have suggestions? Let me know if this seems like a good idea.
I know there's ways around it, but the ones I've heard pretty much all require being prepared for it and having exactly the right spells or characters tailor made to do so. It's also always seemed to me way too powerful an effect for a 6th level spell to have, flat out negating pretty much all spells regardless of caster level or power and totally boning martial classes that rely on magic items.
So, in my own upcoming game, I'm planning to houserule it to make it a bit easier to deal with while still keeping it a viable option, make it interact with other spells a bit more. Here's what I have so far:
Antimagic Field (and similar effects):
When cast, the 10-foot radius emanates from the intersection of squares at the center of the target's space. If cast on a creature occupying an odd number of squares (i.e. Medium or Huge), the caster must choose a corner of their center square from which the AMF will emanate for its duration.
AMF is not invisible, but manifests as a subtly greenish rippling area that can be seen with a Perception check DC 25.
An AMF must now beat any creature's spell resistance before affecting it or its equipment. This check is made each time a new creature would be affected by the AMF, and is made separately for each creature. Any SR possessed by the target of the AMF is automatically pierced.
A hero point can be spent to ignore the effects of AMF for one round.
Damage Reduction, as a Su ability, does not function in AMF. All Su or Sp abilities are suppressed as normal; Ex abilities remain unsuppressed in general, unless obviously magical in some fashion (e.g. incorporeality).
A Mage's Disjunction or similar effect destroys the AMF with no roll or save required. Objects and creatures inside the destroyed AMF are not affected, however, nor are buffs which were suppressed by the AMF.
A Wish spell or similar effect can confer the ability to ignore AMF's effect on buffs and gear for 1 round/level of caster. It cannot, however, confer the ability to cast spells or manifest powers inside of an AMF. A Limited Wish or similar effect does the same, but lasts for only 2 rounds.
Only two spells may be cast inside an AMF: Mage's Disjunction (or similar effect), or Greater Dispel Magic (or similar effect, for power, it requires PP expenditure of at least 11 pp before any pp mitigators). The latter must be cast as a targeted dispel on the target of AMF, and must be cast from inside the AMF (otherwise it passes through without effect). If there are no spaces inside the AMF that can be occupied by the GDM caster, they must cast from a space directly adjacent to the AMF. The DC to dispel AMF is 5 higher than normal. If it succeeds, the AMF is dispelled, but no other buffs or debuffs on the target of AMF are affected.
Any weapon swung, thrown or fired into a square affected by AMF loses its magical properties. If the weapon's wielder does not have to enter the squares to attack, though, magical equipment and buffs on the wielder function as normal. (i.e. A Large sized Fighter attacks with a magical spear into an AMF; he has reach 15 and thus does not have to enter, but the spear does and thus he loses its bonuses to hit and damage. Likewise, an archer firing into an AMF retains their own buffs and bonuses, but bonuses conferred on the projectile are suppressed, so a +5 Bow does not confer a +5 bonus to hit or damage a creature in AMF.)
Creatures wielding natural weapons and attacking into an AMF lose the benefits of all buffs and equipment for the purposes of that attack.
I'm not the most experienced DM in the world, so I figured I'd run these by the minds here and see what they came up with. So, how does this look? Unbalancing? Has anyone houseruled AMF for themselves, or have suggestions? Let me know if this seems like a good idea.