here, while you look for those books and the cash to buy them with:
Rune of Antimagic Field (2/day); costs 96,000gp
... touch activated
... spell level 8
... caster level 15 (Cleric(5) / Runecaster(10) ...)
... resulting duration is 150 minutes,or, 1500 rounds
... multiple uses is in case of counterspells; Dispel Magic is specifically and explicitly excluded from stopping or removing an Antimagic Field ... heh!
(Cost formula for X-per-day runes is: spell level x caster level x charges x 400gp)
That, and some Adamantium weapons and armor, should cover your barbarian quite nicely (Adamantium's non-magic +2 enhancement bonus works even in an antimagic field). Note that the rune could be inscribed onto the armor itself; touch your armored chest, and *poof* two-and-a-half-hour antimagic field.
OTOH, you could instead have the following weapon and armor(won't work in an Antimagic Field, of course); I presume you use a Dwarven Waraxe, custom made by me JUST for you:
"Forgecleaver"
Dwarven Waraxe; constructed of Fever-Iron; +1, Sure-Striking (+1), Spellblade:Harm (+1), Spellblade: *insert spell here* (+1), Flaming Burst (+2);
... +7 market price equivalent; costs 98,000gp for enchantments
... materials/MW cost is +1,500gp; per MoF page 177, this satisfies all Masterwork requirements for enchantment (and the benefits superscede all normal Masterwork benefits).
... base cost 30gp
... NET COST, 99,530gp
EFFECTS:
Fever-Iron weapons look like barely-crusted-over molten metal (think "looks like the Balrog from the first LOTR movie", heh). They do +1 fire damage, which (MoF page 179) does stack with magical fire dmage adds, and works even in antimagic fields or dead magic zones.
Sure-Striking makes the weapon penetrate DR as if it were a +5 weapon, but adds nothing to attack or damage rolls.
Spellblade:Harm; MoF page 141 describes this as so: "The wielder is immune to a single spell chosen at the time the weapon is created. The chosen spell must be one that is targetted against the wielder (not a spell that affects an area). When the wielder is subjected to the spell, the weapon absorbs the spell. On the wielder's next turn, she can opt to let the spell drain harmlessly away or direct the spell at a new target as a free action." ... obviously, this solves your harm-inflict problem entirely. Plus, on your next action, you (as a free action) redirect the Harm at yoruopponent ... following it up with a full attack. HEH.
Spellblade: *insert spell here*; pick another targetted spell you're having trouble with. Become immune to it. HEH.
Flaming Burst; see DMG
Well, this sucker should do 1d10+STR, plus 1d6+1 fire damage. On a critical hit, it does yet MORE fire damage, to the tune of +2d10 more.
Whack someone a few times with that, and they'll be crying uncle in
very short order. If you need/want to save money, drop the second as-yet un-named Spellblade ability; that saves you 26,000gp (!!) ...
Oh, if you want -- and wear metal armor -- Fever Iron armor gives you a stacks-with-magick and works-without-magick Fire Resistance (2), and costs +2000gp ... and also replaces/fulfills Masterwork requirements and bonusses.
That should hold you over until you get MoF (which I would go for prior to FRCS, for pure smackdown sorts of affairs; more of it is "useful content" for such purposes than the setting-background-heavy FRCS, which is ofc the better first-buy choice for a "real" campaign set in the FR).