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Orzel
2007-07-05, 06:48 PM
Dullmagic Field

Abjuration
Level: Bard 6, Clr 7, Sor/Wiz 5,
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 drains the energy of most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it weakens the energy of magic items or spells within its confines.

All creatures and objects within the dullmagic field gains spell resistance equal to their HD plus half the distance in feet between themselves and the caster of the spell or the source of the effect..

Summoned creatures of any type and incorporeal undead have a 50% chance of winking out if they enter a dullmagic 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 dull magic field in an area occupied by a summoned creature that has spell resistance not gained by the field, you must make a caster level check (1d20 + caster level) against the creature’s original spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an dullmagic field because the conjuration itself is no longer in effect, only its result.)

Spells, supernatural abilities, spell-like abilities, and magic items that cast spells have a 40% chance of failure when casted or used within a dullmagic field or when they enter a dullmagic field.

Magic weapons and armor lose all special abilities when within a dullmagic field, but have an enhancement bonus equal to the sum of their base enhancement bonus and the enhancement cost of all their special abilities.

A normal creature can enter the area, as can normal missiles. 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 weaken by the field. Dispel magic does not remove the field, though Mage's Disjunction might.

Two or more dullmagic 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 dullmagic field if it would be unaffected by an 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.

Arcane Material Component
A pinch of powdered copper or copper filings.


About 75% of the area in my homebrew campaign is covered by this spell.

PEACH

psychoticbarber
2007-07-05, 06:53 PM
I'm actually asking this question because I'm not as familiar with game balance and things, but why is this spell of higher level than Antimagic Field?

Orzel
2007-07-05, 06:57 PM
Because I can't count

psychoticbarber
2007-07-05, 07:00 PM
Because I can't count

Hahaha okay, just checking.

jindra34
2007-07-05, 07:03 PM
Might druids be able to get this spell? since a lot of your world is covered by it and all.

Orzel
2007-07-06, 02:31 AM
The reason it covers 75% of the plane is because 10 wizards did that to discourage magic use of younger spellcasters. Who wants to study high level magic if if barely works outside of government controlled areas?

The druids of the setting don't care much.

I_Got_This_Name
2007-07-06, 03:02 AM
Two questions about one point on this spell:


All creatures and objects within the dullmagic field gains spell resistance equal to their HD plus half the distance between themselves and the origin of the spell, or spell like ability.

1) Origin as in target point or as in caster? The former makes sense for a fireball, but limits the SR against a magic missile or finger of death to uselessness.
2) Distance measured in what units? Miles? Squares? Feet? Inches? Angstroms? Lengths of the DM's cat when sleeping on the game board?

Orzel
2007-07-06, 03:59 AM
Two questions about one point on this spell:



1) Origin as in target point or as in caster? The former makes sense for a fireball, but limits the SR against a magic missile or finger of death to uselessness.
2) Distance measured in what units? Miles? Squares? Feet? Inches? Angstroms? Lengths of the DM's cat when sleeping on the game board?


1) The origin is where the spell starts from whether it's the caster's hand or the book with runes on it.
2) Feet. Bye bye long ranged blasting.

Jack_Simth
2007-07-06, 06:27 AM
Magic weapons and armor lose all special abilities when within a dullmagic field, but have an enhancement bonus equal to the sum of their base enhancement bonus and the enhancement cost of all their special abilities.

...

So my +5 Vorpal Sword becomes a +10 Sword, while my +5 Ghost Touch armor becomes +8? Hmm....

Drager
2007-07-06, 09:02 AM
...

So my +5 Vorpal Sword becomes a +10 Sword, while my +5 Ghost Touch armor becomes +8? Hmm....

Maybe make this max +5?