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*Pathfinder & Starfinder
[3.P] Permanent Antimagic effect on one creature
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<blockquote data-quote="Alzrius" data-source="post: 6145255" data-attributes="member: 8461"><p>I can think of a template that does this (for v.3.5), that being the spellvoid, from <a href="http://www.rpgnow.com/product/2095/Template-Troves,-Volume-II%3A-Oozes-%26-Aberrations?it=1" target="_blank">Template Troves II</a> from Silverthorne Games. However, there's nothing there about actively applying or removing it to others.</p><p></p><p>Far better, I think, is to design a custom spell that does this. For that, let's look at the <em>nullfield</em> spell from <a href="http://www.rpgnow.com/product/51242/The-Practical-Enchanter" target="_blank">The Practical Enchanter</a>, which is a touch-range spell that puts someone in a "skintight" antimagic field for one minute per level. We'll say that you're using a version with a dismissible (D) duration, which doesn't seem like it'd increase the spell's level (which is four).</p><p></p><p>Now, presuming that you don't want to increase the range, we'll focus on the duration. You want to extend it from one minute per level to permanent. So the next question becomes, how much does that increase the spell's level? For that, we need to look at <em>The Practical Enchanter</em>'s sister book, <a href="http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware" target="_blank">Eclipse: The Codex Persona</a>.</p><p></p><p>We'll look at Eclipse's metamagic theorems - specifically the Persistent one - to see what it has to say about increasing the durations of spells. Unfortunately, the news isn't good. Using the Improved Persistent metamagic has a high cost for such a short-duration spell - you need to add +4 levels of metamagic to kick the duration up to 24 hours. After that, you need to add another, monstrously huge +12 levels of metamagic to then boost the duration to permanent. So you need to drop a total of +16 spell levels on your level 4 spell, for a total of a 20th-level spell!</p><p></p><p>Of course, it doesn't need to be that high - that cost includes the variability of metamagic. If we presume that this version of <em>nullfield</em> has that metamagic formula built into it (making it part of the spell itself, rather than being externally applied) you get a 20% discount on the "cost" of the metamagic (according to <em>The Practical Enchanter</em>), which in this case is 3.2 spell levels, or in other words, busting it down to +13 levels on a level 4 base spell, making the final version of the spell - let's call it <em>Dweomer Severance</em> - be a level 17 spell.</p><p></p><p>That, of course, is much, much too high to be cast, which is sort of the point - if you want to be able to permanently sever another's connection to magic (until you decide to restore it), then the game rules are going to place that effect as being monstrously powerful, and so is priced as such.</p><p></p><p>Given that this is likely a spell that only a god could cast - even a demigod or demon lord would likely find it beyond them - you'll need to find ways to off-set the high level of the spell. In that case, you'll likely need to utilize a very large amount of external effects to offset the cost, which will likely be a campaign-long quest to do...or undo. There's more on that in <em>Eclipse</em> and <em>The Practical Enchanter</em>, but this should be a good base to work off of.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6145255, member: 8461"] I can think of a template that does this (for v.3.5), that being the spellvoid, from [url=http://www.rpgnow.com/product/2095/Template-Troves,-Volume-II%3A-Oozes-%26-Aberrations?it=1]Template Troves II[/url] from Silverthorne Games. However, there's nothing there about actively applying or removing it to others. Far better, I think, is to design a custom spell that does this. For that, let's look at the [i]nullfield[/i] spell from [url=http://www.rpgnow.com/product/51242/The-Practical-Enchanter]The Practical Enchanter[/url], which is a touch-range spell that puts someone in a "skintight" antimagic field for one minute per level. We'll say that you're using a version with a dismissible (D) duration, which doesn't seem like it'd increase the spell's level (which is four). Now, presuming that you don't want to increase the range, we'll focus on the duration. You want to extend it from one minute per level to permanent. So the next question becomes, how much does that increase the spell's level? For that, we need to look at [i]The Practical Enchanter[/i]'s sister book, [url=http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware]Eclipse: The Codex Persona[/url]. We'll look at Eclipse's metamagic theorems - specifically the Persistent one - to see what it has to say about increasing the durations of spells. Unfortunately, the news isn't good. Using the Improved Persistent metamagic has a high cost for such a short-duration spell - you need to add +4 levels of metamagic to kick the duration up to 24 hours. After that, you need to add another, monstrously huge +12 levels of metamagic to then boost the duration to permanent. So you need to drop a total of +16 spell levels on your level 4 spell, for a total of a 20th-level spell! Of course, it doesn't need to be that high - that cost includes the variability of metamagic. If we presume that this version of [i]nullfield[/i] has that metamagic formula built into it (making it part of the spell itself, rather than being externally applied) you get a 20% discount on the "cost" of the metamagic (according to [i]The Practical Enchanter[/i]), which in this case is 3.2 spell levels, or in other words, busting it down to +13 levels on a level 4 base spell, making the final version of the spell - let's call it [i]Dweomer Severance[/i] - be a level 17 spell. That, of course, is much, much too high to be cast, which is sort of the point - if you want to be able to permanently sever another's connection to magic (until you decide to restore it), then the game rules are going to place that effect as being monstrously powerful, and so is priced as such. Given that this is likely a spell that only a god could cast - even a demigod or demon lord would likely find it beyond them - you'll need to find ways to off-set the high level of the spell. In that case, you'll likely need to utilize a very large amount of external effects to offset the cost, which will likely be a campaign-long quest to do...or undo. There's more on that in [i]Eclipse[/i] and [i]The Practical Enchanter[/i], but this should be a good base to work off of. [/QUOTE]
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[3.P] Permanent Antimagic effect on one creature
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