Getting around antimagic PC's.

You could also have the BBEG use custom Alchemical potions.

Say Hell Fire potions that burn longer (say like Naypalm)
Smoke/ Stink Bomb that have high saves and block Line of sight.
Improved Tanglefoot bags.
Some kind of Blinding vapor bomb that the BBEG has the Anadote and so is immune.

Paralyzing Vapor bomb again BBEG is immune.

with a Alchemy skill of +25 or more, how hard is it to make Serin Gas?
 

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You guys forgot the greatest power the all wisards have … the power to create new spells. How about a spell that rips open a hole to the Plane of fire or ice? The resulting discharge is pure elements and not magical in nature. Make it something like a cone of fire or ice and that will surely surprise them. All the while the mage is flying and casting this at a distance. Setting the spell level is up to you as the DM but it would be a great way to turn the tables a little.
 

They can't walk in?

Go about rearranging things in the structure so that it all looks totally different to how the PCs know it, then protect the place from scrying somehow.

That would foil teleportation; they may have to dig their way in, which should slow them down plenty..
 


Thanks for all the ideas. I've got some options now that don't require any sort of permanent nerf of AMF or introduce techniques I don't mind the PCs using themselves. That is always the balancing act.

-Tudogz
 

Cast Shrink Item on a big stone block.
Fasten the teeny stone block to the ceiling of a strategic tunnel -- a normal glue should work well for this.

When the party comes along, the antimagic field causes the stone block to revert to its normal size, squashing the party. Nasty trap, 3rd-level spell.

If he's got masons working for him, make the stone block in the shape of a cork, and put it above a pit trapped filled with nasty monsters. The stone block will expand and fill the hole leading to the pit trap, separating the wizard from the rest of the party.

Think along these lines -- effects the wizard can set up which become very dangerous when suppressed. Minor creations may block tunnels leading to poisonous gases or pit traps or monsters. A permanent control winds could still the air in a corridor carved to produce hurricane-force winds. Things like that.

Daniel
 

Let me get this straight. Your high level PCs are fighting a high level wizard, and they've had the temerity to defend themselves against magic? And now you want to know how to screw them over? Sounds to me like your PCs are simply acting intelligently. I don't really see why you have to go to great lengths to punish them for it. As a DM, sometimes you have to admit that your players have done something unexpected and effective. Rather than railroading them to get your plot back on track, you need to roll with it and weave a new plot that takes into account the new direction that the PCs have chosen. The DM isn't supposed to "win". And the DM isn't supposed to tell a predestined story and force the characters to go along with it. People who do that are called novelists, not DMs.
 

Well, if the wizard has access to disjunction, he has a nearly one-in-five chance of eliminating the AMF. That's not very good odds.

IMO Pielorinho has the right idea. With a little planning you can set up traps and guardians who are held in a safe state by permanent magic. As soon as the AMF comes along, the safety is suppressed, and the area becomes dangerous.

Dropping the ceiling is an old standby. Support the center of a giant slab with permanent walls of ice or force. When the AMF comes along, the supports are suppressed, and the intruder gets squashed.

Paralyzed or imprisoned guardians are another good one. The nastiest one I ever saw was a large chamber whose floor was actually a wall of force over a Colossal black pudding. After we triggered that one, our poor cleric had to walk around naked for the rest of the session.

Another way to go is to put in obstacles that can only be passed by magic. If one section of the dungeon is unconnected to the rest, and the only way to proceed is via teleportation, they'll have to take down the AMF in order to get anywhere. Repeat five or six times, with powerful magic traps in between, and they should quickly run out of antimagic.
 

Wish said:
Let me get this straight. Your high level PCs are fighting a high level wizard, and they've had the temerity to defend themselves against magic? And now you want to know how to screw them over?
No. Look at it from the other direction.
You're a high-level wizard who expects to be assaulted by some powerful adventurers. You know they use antimagic field a lot. With your intelligence of 24+, you can probably figure out how to delay them or protect yourself despite their antimagic.
 

Wish said:
Let me get this straight. Your high level PCs are fighting a high level wizard, and they've had the temerity to defend themselves against magic? And now you want to know how to screw them over? Sounds to me like your PCs are simply acting intelligently. I don't really see why you have to go to great lengths to punish them for it. As a DM, sometimes you have to admit that your players have done something unexpected and effective. Rather than railroading them to get your plot back on track, you need to roll with it and weave a new plot that takes into account the new direction that the PCs have chosen. The DM isn't supposed to "win". And the DM isn't supposed to tell a predestined story and force the characters to go along with it. People who do that are called novelists, not DMs.

Why is it railroading? Is the DM supposed to play out this wisard stupidly? If a DM has a specific plan in mind for the sampaign there is nothing wrong with planning out the villians in such a manner to achieve those goals. Is the high level wisard smart? Does he have spies? Would he know there strategies? Would he be able to find out though probing attacks? The best way to help players stay on a storyline is to do so without them feeling railroaded.
 

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