10E thief question of Anti Magic
-
How fast does the anti magic work ? Dwarf and I had talked about this at one time where I said I could just go and grab runes and they would power down leaving a path , however it does not work that quick on magic items which is why a rune will still go off ( though hitting me for a lot less than others)
If I grab a magic item how long does it take to power down, to a non magical item. does it still take the 1D4 rounds ?
"these items can be magical, as the “magic” portion of the effect won’t take place for d4 rounds after the thief lets go of the item (when its magic kicks back in). "
Also what is the 10E thief’s sphere of anti magic ? is it on their person ?
Do they have an aura bubble of anti magic ? and if so how far out does it go ? -
@orc Doesn’t directly answer your question, but does add some additional mechanics background information.
An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics.
No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).
Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell’s center is in the antimagic area, then the spell is suppressed.
Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
Summoned or conjured creatures of any type, as well as incorporeal undead, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
Two antimagic areas in the same place do not cancel each other out, nor do they stack.Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage’s disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
-
Antimagic Field
(Player’s Handbook v.3.5, p. 200)Abjuration
Level: Runescarred Berserker 5, Sorcerer 6, Wizard 6, Sha’ir 6, Court Herald 6, Cleric 8, Death Master 8, Magic 6, Protection 6, Spell 8,
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 textAn 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. A hasted creature, for example, is not hasted while inside the field, but the spell resumes functioning when the creature leaves the field. 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, such as create water, are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result).
A normal creature (a normally encountered griffon rather than a conjured one, for instance) 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.
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.(See the Dungeon Master’s Guide for more about artifacts).
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.
Arcane Material Component: A pinch of powdered iron or iron filings.
-
@halfgiant said in 10E thief question of Anti Magic:
(The effects of instantaneous conjurations, such as create water, are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result).
So technically a wizard with an Orb of Acid Wand or Spell could shoot Leo Pard, and since its a ranged attack that conjures/creates the orb of acid, you would technically take full damage.
-
So there are a few references nothing conclusive - but useful data points.
3.5/d20 References (from earlier posts)
"A hasted creature, for example, is not hasted while inside the field, but the spell resumes functioning when the creature leaves the field. "
"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. "
4E Reference - Nobody Cares
5E Reference - Meh, why not its another data point.
Antimagic Field
“Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.”----- Now with all that said, Antimagic Ray has a slightly different twist.
Antimagic Ray
(Spell Compendium, p. 14)Abjuration
Level: Sorcerer 7, Wizard 7,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: YesAs you cast this spell, an invisible ray projects from your fingers. Where it strikes your foe, it ripples across his body, like water spreading across a calm pond.
You must succeed on a ranged touch attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field (PH 200) if it fails its Will save.
If this spell is used against a creature, the subject can’t cast spells or use supernatural or spell-like abilities, nor do such abilities have any effect on the creature. However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can’t cast the spells required.
If this spell is used against an object, that object’s magical powers are suppressed—including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the antimagic ray’s duration.
The spell doesn’t affect any objects other than the subject itself, even if those objects are worn, carried by, or in contact with the subject. For instance, if a creature is the target, its equipment remains unaffected.
Material Component: A pinch of iron filings mixed with ruby dust worth 100 gp.
“You must succeed on a ranged touch attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field (PH 200) if it fails its Will save.”
“If this spell is used against an object, that object’s magical powers are suppressed—including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the antimagic ray’s duration.”
-
The question i would ask myself is the 10E Thief Antimagic ability closely resemble the behaviors of an anti-magic shell, field, ray? Or is it Antimagic++, meaning it is akin to similar behaviors but has its own additional dynamics. Then we need to determine what that means for spells, summoned creatures, and items when they come in contact with Leo Pard. I think its best not to overthink it, mechanically we could just pick an approach thats reasonable and play test it.
I’m confident, the 10E thief anti-magic mechanic is thoroughly recorded in full and this is “Much Ado About Nothing”. /sarcasm.
-
@halfgiant Good stuff to know , and will be needed for the theft that is going to happen next game session, I want to make sure that grabbing your bag only shuts it down for a bit and every thing is not lost on another plain of existence or worse … spilled all over hell
-
@orc yeah I was curious myself in one of the references I read it used a bag of holding reference that talked about how the bag looses access to the contents inside but when magic returns you can get your stuff back, I would assume it worked in a similar fashion to a portable mansion.
I’m also curious if magic returns to the item immediately after leaving your touch or if it is 1d4 or some variable greater before it powers back up. And if that applies similarly to persistent spell affects and summon creatures.
-
@halfgiant its a 1d4 so not as long as the 1d10 I thought but couldnt remember so had to check it again … Because thats a matter of being slowley killed by demons or quickly killed by demons afaried of angels
-
@halfgiant said in 10E thief question of Anti Magic:
However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can’t cast the spells required.
This is flat stupid. The description clearly states how it covers the creature.
@halfgiant said in 10E thief question of Anti Magic:
Where it strikes your foe, it ripples across his body, like water spreading across a calm pond.
Then clearly states it functions as if in an antimagic field. Which implies that magic arms and armor will not work.
I will 100% override this spell trigger allowance if this verison of the spell is brought into the game.