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.

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.