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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6996746" data-attributes="member: 6701872"><p>I share that preference, that at my own table it has not yet come up because my players would rather be casting <em>prismatic spray, teleport, Mordenkainen's magnificent mansion, <em>or</em> reverse gravity</em> with their 7th level spell slots.</p><p></p><p>Rearranged your post to keep the topics straight in my reply, hope you don't mind.</p><p></p><p>The effectiveness of the <em>antimagic field</em> is that most of the spells a wizard, and thus the simulacrum army of a wizard, will bring to bear will not be able to target you at the center of it. You've got a point about <em>telekinesis</em> still being an option, but that brings into the discussion that the field of battle must be chosen carefully, and one could limit the danger of objects by making sure most things are outside of a particular range of weight - keep things either too heavy for telekinetic manipulation, or too light to do serious damage. Plus there is the matter of telekinetic assault potentially being very slow if objects need to be moved further than a round of manipulation will allow in order to be adequately hurtful.</p><p></p><p>I think a severe alteration of your opponent's offensive strategy like that is worth calling "effective."</p><p></p><p>The area effect version of prior editions was useful, that's for sure, but I don't feel that the nonexistence of an area version actually reduces the spell's use as a trap.</p><p></p><p>For example, we can take the poison darts trap example from the DMG and alter it to make an effective <em>dispel magic</em> trap to be used against this hypothetical army.</p><p></p><p>That trap consists of a pressure plate, and when that plate is activated, 4 darts are fired at random targets within 10 feet of the pressure plate.</p><p></p><p>All we have to do is change the +8 bonus to the attack roll and 1d4 piercing damage plus a DC 15 Constitution saving throw to determine full or half damage of the 2d10 poison damage into whatever level of <em>dispel magic</em> casting we wish to use and the related check (if any, since this could theoretically be a 9th level casting and not need to make a check regardless the spells active on the target).</p><p></p><p>Of course, a good DM should always make sure not to rule in any way that causes the players to feel they've been treated unfairly, since the goal is to keep everyone coming back for more fun next session.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6996746, member: 6701872"] I share that preference, that at my own table it has not yet come up because my players would rather be casting [I]prismatic spray, teleport, Mordenkainen's magnificent mansion, [I]or[/I] reverse gravity[/I] with their 7th level spell slots. Rearranged your post to keep the topics straight in my reply, hope you don't mind. The effectiveness of the [I]antimagic field[/I] is that most of the spells a wizard, and thus the simulacrum army of a wizard, will bring to bear will not be able to target you at the center of it. You've got a point about [I]telekinesis[/I] still being an option, but that brings into the discussion that the field of battle must be chosen carefully, and one could limit the danger of objects by making sure most things are outside of a particular range of weight - keep things either too heavy for telekinetic manipulation, or too light to do serious damage. Plus there is the matter of telekinetic assault potentially being very slow if objects need to be moved further than a round of manipulation will allow in order to be adequately hurtful. I think a severe alteration of your opponent's offensive strategy like that is worth calling "effective." The area effect version of prior editions was useful, that's for sure, but I don't feel that the nonexistence of an area version actually reduces the spell's use as a trap. For example, we can take the poison darts trap example from the DMG and alter it to make an effective [I]dispel magic[/I] trap to be used against this hypothetical army. That trap consists of a pressure plate, and when that plate is activated, 4 darts are fired at random targets within 10 feet of the pressure plate. All we have to do is change the +8 bonus to the attack roll and 1d4 piercing damage plus a DC 15 Constitution saving throw to determine full or half damage of the 2d10 poison damage into whatever level of [I]dispel magic[/I] casting we wish to use and the related check (if any, since this could theoretically be a 9th level casting and not need to make a check regardless the spells active on the target). Of course, a good DM should always make sure not to rule in any way that causes the players to feel they've been treated unfairly, since the goal is to keep everyone coming back for more fun next session. [/QUOTE]
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