thorian
Explorer
A mid-high level caster always needs to be prepared for AMF. Here are a few suggeestions:
(1) Wall of Force. This spell is not affected by AMF.
(2) Cube of Force. This item creates modified versions of Wall of Force, so it can keep out AMF.
(3) Contingency. A contingency against AMF to teleport away, etc. can be had by several methods: Contingency, Chain Contingency, Spell Phylactery, Attuned Gems, Contingent Spells (from Unapproachable East), etc.
(4) Mord's Disjunction.
(5) Epic Spells:
.......(a) Destroy seed. This seed has the ability to get rid of AMF.
.......(b) Ward seed. For a DC of 1, the epic spellcaster can create a ward against AMF that lasts 24 hours and is cast the night before with a 10 minute casting time.
.......(c) contingent epic spells. Many possibilities here.
(6) Psionics are different. This solution works great if nobody in the party has access to psionics, but if one of the PC's has access to psionics they can wreak havoc on the campaign, because a lot of the checks and balances go out the window.
(7) Misc. This idea is a little off the wall, but an enemy could wear a necklace with a reduced or polymorphed boulder or stone wall, etc. When the PC with AMF approaches the item enlarges back to its normal size. It may do some damage depending on circumstances, but that is better than having the enemy hosed by AMF.
(8) Naturally strong monsters and NPC's. A orc bodyguard with the half-dragon template, or a giant, etc, etc.
(9) (Ex) abilities. Abilities of the extraordinary type are not subject to AMF.
(10) The caster should prepare a still otiluke's resilient sphere or still prismatic sphere or a contingent wall of force.
(11) Forcecage. A person in an AMF field in a forcecage is going nowhere.
(12) Reputation. A party of this level surely has a reputation that preceeds them. Enemies may know of the groups tactics and could make some simple preparations. The enemy could fly above the rogue with AMF and blast away, for instance.
(13) Traps. Have rooms with floors held together magically and lava underneath, or ceilings supported by magic columns. Should be funny when the character with AMF walks by. A 20x20 foot room with a 1x1 foot cube of stone in the center, so when the AMF'ed PC walks by, the 1x1 foot cube (which is in reality a 20x20 foot cube that has been transformed using Polymorph any Object) expands and crushes them to death.
(1) Wall of Force. This spell is not affected by AMF.
(2) Cube of Force. This item creates modified versions of Wall of Force, so it can keep out AMF.
(3) Contingency. A contingency against AMF to teleport away, etc. can be had by several methods: Contingency, Chain Contingency, Spell Phylactery, Attuned Gems, Contingent Spells (from Unapproachable East), etc.
(4) Mord's Disjunction.
(5) Epic Spells:
.......(a) Destroy seed. This seed has the ability to get rid of AMF.
.......(b) Ward seed. For a DC of 1, the epic spellcaster can create a ward against AMF that lasts 24 hours and is cast the night before with a 10 minute casting time.
.......(c) contingent epic spells. Many possibilities here.
(6) Psionics are different. This solution works great if nobody in the party has access to psionics, but if one of the PC's has access to psionics they can wreak havoc on the campaign, because a lot of the checks and balances go out the window.
(7) Misc. This idea is a little off the wall, but an enemy could wear a necklace with a reduced or polymorphed boulder or stone wall, etc. When the PC with AMF approaches the item enlarges back to its normal size. It may do some damage depending on circumstances, but that is better than having the enemy hosed by AMF.
(8) Naturally strong monsters and NPC's. A orc bodyguard with the half-dragon template, or a giant, etc, etc.
(9) (Ex) abilities. Abilities of the extraordinary type are not subject to AMF.
(10) The caster should prepare a still otiluke's resilient sphere or still prismatic sphere or a contingent wall of force.
(11) Forcecage. A person in an AMF field in a forcecage is going nowhere.
(12) Reputation. A party of this level surely has a reputation that preceeds them. Enemies may know of the groups tactics and could make some simple preparations. The enemy could fly above the rogue with AMF and blast away, for instance.
(13) Traps. Have rooms with floors held together magically and lava underneath, or ceilings supported by magic columns. Should be funny when the character with AMF walks by. A 20x20 foot room with a 1x1 foot cube of stone in the center, so when the AMF'ed PC walks by, the 1x1 foot cube (which is in reality a 20x20 foot cube that has been transformed using Polymorph any Object) expands and crushes them to death.
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