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Another Immortals Handbook thread
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<blockquote data-quote="Upper_Krust" data-source="post: 2494387" data-attributes="member: 326"><p>Hi historian mate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Of course.</p><p></p><p></p><p></p><p>Off the top of my head I think its something like x1.5 damage dice for each eightfold energy increase.</p><p></p><p></p><p></p><p>Yes, I don't like double standards.</p><p></p><p></p><p></p><p>Anti-magic has been niggling me for quite some time. Originally I would have said it affected immortals completely and in part thats still my preference. I mean if anti-magic is not powerful enough to subdue an immortals magic, then chances are some deity will come up with an upgrade (dead magic?) that will. </p><p></p><p>However this is one I'm going to leave up to individual DMs. All the abilities in the IH are noted as either EX or SU (usually the former have internal effects, the latter external effects), so you have the choice to apply this or not. My suggestion is that deities are affected by anti-magic, as are artifacts (although the artifact, like a construct, still retains its inherant power, so you can't just put the Sword of Kas in an antimagic field and break it - its still technically invulnerable).</p><p></p><p>I present some ways of circumnavigating it, such as the Numinous ability which allows you to create a field of anti-magic through which your own magic will function (for some reason this always reminds me of star trek, wherein you can shoot through your own shields because you have the right 'modulation'). There is also a metamagic feat that lets you cast spells through anti-magic, and like I mentioned above I'll have a dead magic field spell for those who simply want a more powerful option.</p><p></p><p>As to your example, given that both have anti-magic fields that do not impede their own abilities, I would say they both lose all supernatural powers, although as a sidereal, you could argue the Cherubim was immune to spells under 10th-level and as such only its abilities work (although for me, anti-magic was always the absence of magic, as opposed to magic, although maybe that makes little sense).</p><p></p><p></p><p></p><p>My pleasure.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 2494387, member: 326"] Hi historian mate! :) Of course. Off the top of my head I think its something like x1.5 damage dice for each eightfold energy increase. Yes, I don't like double standards. Anti-magic has been niggling me for quite some time. Originally I would have said it affected immortals completely and in part thats still my preference. I mean if anti-magic is not powerful enough to subdue an immortals magic, then chances are some deity will come up with an upgrade (dead magic?) that will. However this is one I'm going to leave up to individual DMs. All the abilities in the IH are noted as either EX or SU (usually the former have internal effects, the latter external effects), so you have the choice to apply this or not. My suggestion is that deities are affected by anti-magic, as are artifacts (although the artifact, like a construct, still retains its inherant power, so you can't just put the Sword of Kas in an antimagic field and break it - its still technically invulnerable). I present some ways of circumnavigating it, such as the Numinous ability which allows you to create a field of anti-magic through which your own magic will function (for some reason this always reminds me of star trek, wherein you can shoot through your own shields because you have the right 'modulation'). There is also a metamagic feat that lets you cast spells through anti-magic, and like I mentioned above I'll have a dead magic field spell for those who simply want a more powerful option. As to your example, given that both have anti-magic fields that do not impede their own abilities, I would say they both lose all supernatural powers, although as a sidereal, you could argue the Cherubim was immune to spells under 10th-level and as such only its abilities work (although for me, anti-magic was always the absence of magic, as opposed to magic, although maybe that makes little sense). My pleasure. [/QUOTE]
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