The Antimagus: Cleaned up, with playtest log!!

Stalker0

Legend
I keep bringing him back:) I've revamped and remade this prc a number of times and kept bringing him here for comment. I finally came up with a version that I think is clean, concise, and relatively balanced. I present him here along with my first playtest experience with him.


Antimagus
Prereqs: 1)Must be Lawful
2) 8 ranks spellcraft
3) Able to cast dispel magic

Alignment: An antimagus who ceases to be lawful retains all AM abilities but cannot advance as an AM until he becomes lawful again.

1st Dispel Mastery, Inner Dispel
2nd Spell resistance, +1 caster level
3rd Feedback, Dispelling Touch, +1 caster level
4th +1 caster level
5th Innate Dispel, Freedom of Magic
6th Heighten Dispel, +1 caster level
7th Ensnare Touch, +1 caster level
8th +1 caster level
9th Freedom of Supernature
10th Reverse Magic, +1 caster level

Inner Dispel: Anti-magi can cast any dispel as if using the still spell feat, without a change in spell level. In addition, an Anti-Magus that uses a spellbook now longer needs that spellbook to prepare dispels.

Dispel Mastery: The Anti-Magus casts dispel magic and greater dispelling as if one caster level higher. He gains an additional caster level at 5th level and at 9th level. These caster level increases do not raise the cap for dispel checks.

Spell Resistance (Su): At 2nd level, the Anti-Magus gains an innate resistance to magic. He gains SR equal to 12 + Anti-Magus level.

Feedback: At 3nd level, the AM’s SR becomes offensive. Any spell or spell-like effect that fails to penetrate the AM’s SR feedbacks upon the caster. The caster must make a will save DC equal to the original spell’s DC (if the spell didn’t have a save, use the DC for a spell of that level). There is only one save needed per spell cast, no matter how many Anti-Magi were effected by the spell. On a failed save, the caster gains a negative caster level for 2d4 rounds. The negative caster level lowers spell effects that rely on caster level and the ability to penetrate spell resistance. The amount of bonus spells or spell slots a caster would normally have is unaffected. If the new caster level is lower than what is needed to cast a certain level spell, that spell cannot be cast. Any effect that removes negative levels removes negative caster levels.

Dispelling Touch: At 3rd level, the Antimagus’ very touch carries the power of antimagic. Once per day per two levels of antimagus, you may make a touch attack that acts as a targeted dispel magic on the target. At 6th level, he may transform the touch into a ray with a range of 30 feet.

Innate Dispel: A 5th level Anti-Magus has made dispelling almost as easy as breathing. He can now cast any dispel as under the effects of the still spell and silent spell feats without change in spell level.

Freedom of Magic: At 5th level, the Anti-Magus has himself started to become infused with a limited form of antimagic. Choose any one spell or spell-like ability. The exception is any anti-magics such as dispels, antimagic field, and Mordenkaien’s disjunction as well as permanent effects created by items. If your dispel caster level is equal or greater than the caster level of the effect, you gain the following:
1) Complete immunity to the effects of that spell. You and your spells may function as if that spell was not cast.
2) If the effect of a spell is already upon him, such as bestow curse, the effects of the spell are suppressed.
3) If the spell is a barrier, such as Wall of Force, you and your spells may bypass it.

If the caster level of the effect is higher than your dispel magic caster level, roll a dispel check. A success grants immunity, a failure means the spell functions normally for that casting of the spell. As a standard action, the Anti-Magus may select a new spell, giving up all immunity and suppression of the old spell. He may only have one spell selected at a time.

Heighten Dispel: A 6th level Antimagus has learned to push his dispels past their normal limits. The cap for dispel magic is raised to +15.

Ensnare Touch: At 7th level, the Antimagus gains the ability to trap escaping rogue mages. This ability can work on any spell or spell-like ability of the Teleportation subtype. The antimagus must be standing no more than 5 ft away from the point of teleportation. This ability requires a full-round action and uses one of his dispelling touches for the day. Roll a dispel check. On a success, the target is pulled back to the origin point. The target rerolls initiative and is flat-footed until he can act again. On a failure, the target is unaffected and cannot be ensnared again for that teleportation effect. From the time of teleportation till the next round the ability works normally. For every additional round after that, the dispel check suffers a cumulative –3 penalty.

Freedom of Supernature: At 9th level, the Antimagus’ resistance to magic has extended into the realm of the supernatural. This ability works as freedom of magic, except that it applies to any supernatural effect with the exception of spell resistance. He may have both freedom of magic and supernature running at the same time.

Reverse Magic: The signature power of the highest Antimagi, this ability grants them the power to do what most wizards thought impossible, disrupting instantaneous magic. This ability requires a full-round action and uses one of the Antimagus’ dispelling touches for the day. The antimagus must be within 30 feet of the site of the instantaneous spell or supernatural ability that was cast. He makes a dispel check vs. the effect. Upon success, the effect is dispelled, and its effects erased. This means that damage from a fireball is instantly healed, and a person killed by finger of death is instantly revived. However, the reversal does not fix effects not fully described by the spell. Therefore, a person killed by a fireball will not be brought back, as death is not part of the spell’s effect. Also, the spell does not effect time. A person whose will save is lowered by a curse, and then fails a will save vs dominate person because of the lowered will save will not shrug off the effects of the dominate if the curse is reversed. You can only reverse one effect per use of reverse magic. Between the time the effect was cast and the next round, reverse magic functions normally. For every round after that, the dispel check suffers a –3 cumulative penalty.
 

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My first test of this character was a 5 WIZ/4 AM. My int was 18, I used most of my gold for a lot of spell selection and a few pearls of power. My feats were spell penetration/greater SP/great fort/light reflex/extend spell.

Notes:

1) Losing that one caster level is a big price to pay. Not having 5th level spells, or teleport, or anything of that nature hurt a great deal, so I think the very weak prereqs are fine for this class. I also was initially worried that freedom of magic at 5th level was too powerful. However, by that point I will have lost 2 caster levels to a straight up mage, and that is a strong case for its balance.

2) My spell resistance didn't get a chance to come into play. We did fight a couple of spellcasters but they were usually dispersed before it came into play on me.

3) The dispelling touch felt weak as I played him. I did get a good chance to do a flying leap onto a magic effect and touch it to dispel it. Overall though, its really not an extra dispel. I went ahead and prepared only one dispel, to try and use my dispel touches to see how they would fair. Most of the time I needed either area dispels or I was too far away (or just plain didn't want to be in touch range).

Several times I used my first dispel and then the touches weren't strong enough to back it up. As one of my friends said, "Your out of dispels? Aren't you supposed to be an antimagic mage?"

I may try just changing the touch to:
Essence of Antimagic: (sp): One time per day for every two AM levels, you may cast dispel magic as a spell-like ability.

I feel this change may be necessary because right now the AM feels too defensive, no offense. It would be nice to have a few dispels always at the ready.

4) The class had good flavor. My group seemed to like the concept a lot, when we had a prophecy we had to defeat, my group looked to me as the expert on unraveling such effects, and treated me as basically a bodyguard against spells. We had a client we had to get across a border, and I was in charge of getting him past magical defenses. All in all it was fun to play.

Final thoughts:
The AM did not feel overpowered, and was easy to understand and play. We got to fight an array of badguys, but my antimagics didn't come into play too often. However, I do feel the AM needs something at lvl 4. Again, he has some good defense, but not a lot of offense with the lack of new spells. I did enjoy the concept though and he seemed to fit in with my party excellently.

My next test will be at the same level, but against more magic oriented creatures to see how the SR/feedback holds up. I am considering a lvl 4 ability that I may try:

Weaken Magic: An AM can emit a personal field that weakens magical energies. One per round as a free action, the AM may resume or suppress the field. When the field is active, any magic cast within or into the field has its caster level decreased by 1. A spell that has its caster level lowered below the minimum needed fizzles out. Magic items are unaffected, but items that actually cast spells has their spells lowered accordingly. A spellcraft check DC 19 can detect the field and what it does.

I also plan to bump up the iconic to a 7th level AM. Then he starts getting freedom of magic and ensnare touch- I feel if any of the abilities are broken it would be these.
 

i think there should be a high damage adj extra type spell function,maybe take away a standard spell known for these feat like spell AM abilities,and allow one spell known to do extra damage than say it's best level damage,each AM could choose any spell known,and even in cases when the flavour of the campaign is known,(if more than 1 exchange can be made),a specific style for this damage extra could be taken and allow for some kick but battle's

also,the chance that garment extra's fail after several anti-spell feats might be appropriate,making the magic channel for continued combat more dependant on what action is taken,rather than a blatant defense flurry

finally,iether a hp surge ability,or a multi-attack spell for the party,with inherent sub category restrictions,could help make the power that a AM has an appealing class
 

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