Creating a Balanced Dnd Magic Negation Field for Challenging Encounters

By admin

In the world of Dungeons and Dragons, magic plays a crucial role in shaping combat encounters and creating unique abilities for characters. However, there are instances where magic can be countered or negated. Specifically, a **Dnd magic negation field** is a powerful enchantment or spell that obstructs the use of magic within its boundaries. When a magic negation field is present, it creates an **anti-magic zone** or **null magic area**, which renders any spells or magical effects useless. This field can be created through various means, such as a magical device, a specially designed room, or even a particular type of creature. The purpose of a magic negation field is to challenge the abilities of spellcasters and bring a new level of complexity to encounters.


Let's consider a fabricated analogy:

The catch is that 1 everyone in the group has a continuous anti magic field on at all times 2 their weapons are limited to something they can carry and 3 they can produce more ammunition for their weapons. If I had to run as a pathfinder or dnd game, I d start the players pretty low-level, say second-or-third level gunslingers fighters rangers which would represent some quite seriously trained soldiers from our world pretty close to the top of the world.

Dnd magic negation field

The purpose of a magic negation field is to challenge the abilities of spellcasters and bring a new level of complexity to encounters. It may be used by antagonists to neutralize the powers of magic-wielding characters or as a defense mechanism in certain areas to prevent unauthorized spellcasting. While within a magic negation field, **spellcasters find their spells completely ineffective**.

spell effects through an antimagic field

If a magical effect was shot through an antimagic field, would that negate it entirely or only suppress it while it was moving through the field? For example, could I shoot a fireball spell through an antimagic field and hit someone on the other side (or more specifically, would I still have line-of-effect)? How about a magic missle? What if the field was shaped (using metamagic or some other effect) into a wall or something similar; would this be an effective "shield" against someone shooting through it or would it be completely useless in that regard?

What about spells with area-of-effects (like daylight) - would a wall/shield of antimagic keep the spell from coming "through" to the other side, or would it simply negate it in the area of the wall/shield?

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mvincent

Explorer
evilbob said:

If a magical effect was shot through an antimagic field, would that negate it entirely or only suppress it while it was moving through the field?

It would negate it entirely as AMF's block line of effect.

From the 3.0 FAQ:
"Note that the antimagic field blocks line of effect, so an area cannot
extend through the antimagic field."
"Note that a spread effect will flow around
an antimagic field if it has space to do so, just as it would
spread around any other barrier."

Last edited: Aug 8, 2006

kerbarian

Explorer
mvincent said:

It would negate it entirely as AMF's block line of effect.

From the 3.0 FAQ:
"Note that the antimagic field blocks line of effect, so an area cannot
extend through the antimagic field."
"Note that a spread effect will flow around
an antimagic field if it has space to do so, just as it would
spread around any other barrier."

I checked, and that doesn't seem to be in the 3.5 FAQ. The spell description also doesn't say anything about blocking line of effect. So it looks like, in 3.5, AMF doesn't block line of effect.

If I cast Slay Living on a target on the far side of an AMF, the spell should go off just fine.

However, spells like fireball and magic missile are open to more interpretation. When the glowing bead from fireball or the bolts from magic missile enter the AMF, they're suppressed. They would reappear when they come out the other side -- but do they come out the other side at all? Why would the bead from fireball keep traveling while it's suppressed? My guess is that the bead would be suspended in mid-flight while its suppressed. If the AMF were to move away, then the bead would resume its flight and detonate at its original target point. Except that the spell duration is instantaneous, so it expires before the AMF moves away, and the fireball never goes off.

It might be easiest to think of the AMF as hard cover against magical effects that doesn't block line of sight or line of effect. If a magical effect goes off on the other side of the AMF from you, you're safe, but a caster could choose to have his spell go off right next to you (depending on how the spell can be targeted), on the far side of the AMF, and hit you that way.

Storyteller01

First Post

It might not be there because they thought it didn't need changing. If it doesn't specifically say that it doesn't block lines of effect, there's a good chance the old ruling is still in effect.

BlueBlackRed

Explorer

From the SRD:
"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."

It's arguable, but I would interpret that any magic spell that enters the field would become non-functional. You can cast spells that appear on the other side of the AMF so long as the spell doesn't have to move through the field. Magic Missile would move through it, as would lightning bolt and fireball. But monster summoning is unaffected so long as they never enter the AMF.

mvincent

Explorer
kerbarian said: I checked, and that doesn't seem to be in the 3.5 FAQ.

This has been hashed out before. If a 3.0 clarification has not been superceded by something (i.e. a new ruling, or a change to the underlying text that would invalidate the clarification) it is still applicable (i.e. WotC never bothered moving the 3.0 FAQ answers into the 3.5 FAQ, even if they were still applicable).

The spell description also doesn't say anything about blocking line of effect.

The 3.0 description of the spell (here) didn't say anything about blocking line of effect either. In fact, the two descriptions appear to be essentially the same. I don't see anything that would invalidate the previous clarification.

3.0 SRD said:

Antimagic Field
Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
An invisible barrier surrounds the character and moves with the character. 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.
Golems and other magical constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their supernatural, spell-like, and spell abilities normally). If such creatures are summoned or conjured, however, see below.
Summoned or conjured creatures of any type and incorporeal undead 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's maintaining the creature. If the character casts antimagic field in an area occupied by a conjured creature who has spell resistance, the character must make a caster level check (1d20 + caster level) against the creature's SR to make it wink out.
Normal creatures can enter the area, as can normal missiles. The spell has no effect on 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). Undead and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, 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 remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and creatures of demigod or higher status are unaffected.
Note: Should the character be larger than the area enclosed by the barrier, any part of the character's person that lies outside the barrier is unaffected by the field .

3.5 SRD said:

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Antimagic Field
Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: See text

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 and incorporeal undead 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, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Mage's Disjunction might.

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 (see the individual spell descriptions). 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 .

\$\begingroup\$ Does this imply that the caster trying to cast Wish is inside the area of effect of an Antimagic Field? Simply reading the blurbs, I'd get the idea that in this scenario AF would suppress Wish, but casting that particular Wish outside of an AF would grant you the immunity for any AF cast upon the creatures for 8 hours. \$\endgroup\$
Dnd magic negation field

This means that they are unable to cast spells, maintain concentration on existing spells, or even benefit from magical items or abilities. It is crucial for characters to adapt and find alternative strategies when facing such obstacles. It is worth noting that magic negation fields usually have limitations. They may have a specific radius or a time limit, ensuring that they do not permanently nullify magic. Some might have the ability to selectively target certain types of magic while allowing others to function, providing additional tactical challenges. Overall, a magic negation field is a formidable obstacle in the world of Dungeons and Dragons. It forces characters to rely on their physical abilities, non-magical skills, or even teamwork to prevail. Overcoming these obstacles can be a rewarding experience for both players and their characters, showcasing their adaptability and problem-solving abilities in a magical world..

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