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Another Immortals Handbook thread
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<blockquote data-quote="Kerrick" data-source="post: 2498969" data-attributes="member: 4722"><p>No, it won't make it more powerful than disjunction, but it would obviate the need for greater dispelling.</p><p></p><p></p><p></p><p>No, you can easily justify it thus: an antimagic field creates an "anti-harmonic field" that interferes with the normal magic field, effectively negating it - it'd be the same as a silence spell, or a bard's countersong. That way, it also explains how it can be dispelled - you're merely disrupting the harmonics.</p><p></p><p></p><p></p><p>The way we do it is this: non-epic spells/effects cannot affect epic beings, artifacts, or epic spells/effects. An antimagic field has no effect on epic spells or beings with divine status. Of course, I had to make an epic version of antimagic field, but that wasn't hard*; I also moved disjunction to epic status, where it properly belongs (it's a 12th level spell; it automatically dispels non-epic spells, but you must make a caster level check for epic spells/effects, and it has the normal chances of affecting an epic antimagic field and artifacts). BTW, artifacts all have a CL of 21+.</p><p></p><p>*The non-epic version of antimagic field, obviously, affects only non-epic spells, while the epic version affects everything. The rationalization for this is that epic spells/beings tap into a deeper, more powerful source of magic (the True Source, if you will, to borrow from Jordan), which is something that non-epic casters cannot detect (and thus cannot affect).</p><p></p><p></p><p></p><p>I have one that they should have implemented - mid-level saves. It was in Modern, so why didn't they throw it into 3.5? Course, it likely would have required too much playtesting...</p><p></p><p>Another idea (and one that I really like) is the rule of 10s. I don't know if you've seen this one before, but it goes like this: drop all modifiers to +30. For each +10 above 30, roll an additional 1d20 for checks or saves; anything left over becomes a modifier to the roll. For example, a +57 becomes 3d20+37. </p><p></p><p>On a related topic: how do you handle the ridiculous monster BABs versus PC ACs? Even if you munchkinize, you can't get your AC much over 55-60, but some of the monsters in the ELH have BABs well over 60. After awhile, unless you're using absurd epic spells to jack up the AC, you'll be reduced to fighting monsters well below your level.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 2498969, member: 4722"] No, it won't make it more powerful than disjunction, but it would obviate the need for greater dispelling. No, you can easily justify it thus: an antimagic field creates an "anti-harmonic field" that interferes with the normal magic field, effectively negating it - it'd be the same as a silence spell, or a bard's countersong. That way, it also explains how it can be dispelled - you're merely disrupting the harmonics. The way we do it is this: non-epic spells/effects cannot affect epic beings, artifacts, or epic spells/effects. An antimagic field has no effect on epic spells or beings with divine status. Of course, I had to make an epic version of antimagic field, but that wasn't hard*; I also moved disjunction to epic status, where it properly belongs (it's a 12th level spell; it automatically dispels non-epic spells, but you must make a caster level check for epic spells/effects, and it has the normal chances of affecting an epic antimagic field and artifacts). BTW, artifacts all have a CL of 21+. *The non-epic version of antimagic field, obviously, affects only non-epic spells, while the epic version affects everything. The rationalization for this is that epic spells/beings tap into a deeper, more powerful source of magic (the True Source, if you will, to borrow from Jordan), which is something that non-epic casters cannot detect (and thus cannot affect). I have one that they should have implemented - mid-level saves. It was in Modern, so why didn't they throw it into 3.5? Course, it likely would have required too much playtesting... Another idea (and one that I really like) is the rule of 10s. I don't know if you've seen this one before, but it goes like this: drop all modifiers to +30. For each +10 above 30, roll an additional 1d20 for checks or saves; anything left over becomes a modifier to the roll. For example, a +57 becomes 3d20+37. On a related topic: how do you handle the ridiculous monster BABs versus PC ACs? Even if you munchkinize, you can't get your AC much over 55-60, but some of the monsters in the ELH have BABs well over 60. After awhile, unless you're using absurd epic spells to jack up the AC, you'll be reduced to fighting monsters well below your level. [/QUOTE]
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