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Greater Spell Immunity: Antimagic Field
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<blockquote data-quote="Rkhet" data-source="post: 2473071" data-attributes="member: 31318"><p>Greater Spell Immunity:</p><p></p><p>This spell functions like <strong>spell immunity</strong>, except the immunity applies to spells of 8th level or lower.</p><p></p><p>Spell Immunity:</p><p></p><p>The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. <strong>The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. </strong>Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.</p><p></p><p>Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.</p><p></p><p>A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.</p><p></p><p>Antimagic Field:</p><p></p><p>Abjuration</p><p></p><p>Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6</p><p></p><p>Components: V, S, M/DF</p><p></p><p>Casting Time: 1 standard action</p><p></p><p>Range: 10 ft.</p><p></p><p>Area: 10-ft.-radius emanation, centered on you</p><p></p><p>Duration: 10 min./level (D)</p><p></p><p>Saving Throw: None</p><p></p><p><strong>Spell Resistance</strong>: See text</p><p></p><p>An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.</p><p></p><p>An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.</p><p></p><p>Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. <strong>If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out.</strong> (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)</p><p></p><p>[...]</p><p></p><p></p><p>Conclusion: It is useless except on summoned monsters.</p></blockquote><p></p>
[QUOTE="Rkhet, post: 2473071, member: 31318"] Greater Spell Immunity: This spell functions like [b]spell immunity[/b], except the immunity applies to spells of 8th level or lower. Spell Immunity: The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. [b]The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. [/b]Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time. Antimagic Field: Abjuration Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None [b]Spell Resistance[/b]: See text An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. [b]If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out.[/b] (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) [...] Conclusion: It is useless except on summoned monsters. [/QUOTE]
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