Anti-Magic Fields and the Balance of Power: A Global Perspective

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An anti-magic field is an area or zone where the use of magic is nullified or severely restricted. It is a powerful tool often employed in fantasy and role-playing games to counteract the abilities of magic users, create challenge for players, or allow for interesting plot elements. In a world where magic exists, an anti-magic field can be a source of great intrigue and danger. It can neutralize spells, dispel enchantments, and strip magical beings of their powers. This can be a major inconvenience for magical creatures who rely on their abilities to survive or function. Anti-magic fields can take various forms.


Select a number of spell schools equal to half your tier. Spells and effects of the chosen schools are unaffected by the antimagic field.

The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting unless they have been summoned, in which case they are treated like any other summoned creatures. Magical Travel Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel.

Anti magci field

Anti-magic fields can take various forms. They may be generated by powerful artifacts, created through complex rituals, or naturally occurring in certain areas. Some fields have a limited range, affecting only a small vicinity, while others can encompass entire cities or even entire regions.

Antimagic Field

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Mythic

Select a number of spell schools equal to half your tier. Spells and effects of the chosen schools are unaffected by the antimagic field.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.

Antimagic field has one written exception to its magic cancelling effects (PHB, p. 213, bold added):
Anti magci field

For magic users, entering an anti-magic field can be a daunting experience. Suddenly, their abilities become useless, and they must rely on their non-magical skills or physical prowess to succeed. This can lead to interesting character development and growth as they learn to adapt to this new situation. In a game setting, anti-magic fields can serve as challenges for players and provide opportunities for creative problem-solving. They can force players to think outside the box and come up with alternative strategies to overcome obstacles. They can also create suspense and tension as characters are faced with a threat that they are powerless against. The presence of an anti-magic field can also be woven into the narrative of a story or campaign. It can be used as a plot device, forcing characters to find a way to break through the field or discover its source. It can also be used as a means to limit the powers of an antagonist or create a sense of vulnerability in the protagonists. Overall, anti-magic fields add an extra layer of complexity and challenge to fantasy worlds and game settings. They provide a means to balance the use of magic and technology, create interesting gameplay mechanics, and drive the narrative forward. Whether as a temporary obstacle or a permanent feature, anti-magic fields are a valuable tool for storytellers and game designers..

Reviews for "The Medical Applications of Anti-Magic Fields: Healing or Harm?"

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