Prc: Anti-Magus (Back from the blender!!)

Stalker0

Legend
For the regulars on the house rules forum, you might recall my Antimagus prc a while back. Well its been completely updated, and its back for your perusal.

The Anti-Magus
“Magic doesn’t last, but we do.”

It takes a thief to catch a thief, and it takes a mage to catch a mage, Magic is a powerful tool, and power corrupts. When the corruption grows strong, and magic begins to be abused, Anti-Magi are sent in to stop the damage. Theres is an order comprised mainly of wizards who know full well the horrors magic can cause. There purpose is to maintain the proper order of magic.

Prereqs:
Alignment: Any Lawful.
The ability to cast dispel magic.
Knowledge: Arcana 4 ranks
Spellcraft: 8 ranks
Must have been recruited by an Anti-Magus and trained at the Anti-Magus Academy.

Classes: Anti-Magi are usually wizards, although there are some sorcerers, clerics, and even paladins who take up the cause of stopping the abuse of magic.

Armor/Weapon Proficiencies: Light Armor, Medium Armor, Simple Weapons, Shields
Skills: 2+int
Class Skills: Alchemy, Climb, Concentration, Craft, Diplomacy, Jump, all knowledges, Profession, Ride, Scry, Spellcraft, Swim.
HD: d8
Saves: As Cleric
BAB: As Cleric

1st Dispel Mastery, Extra Dispel, Inner Dispel
2nd Spell Resistance, Dispel Resistance
3rd Extend Augment, Shatter Augment
4th Feedback, Protection from Magic
5th Counterspell Augment, Innate Dispel
6th Dark Augment, Greater Dispel
7th Silent Augment, Supernatural Resistance
8th Greater Feedback, Drain Augment
9th Supernature Augment, Slow Augment
10th Antimagic Master, Reverse Augment

Magic Subtype: While many creatures possess, wield, and are even born with magic, there are a few creatures whose existence and form are completely dependent on magic. Against these creatures, the Anti-Magus is especially effective. All constructs, elementals, feys, shapechangers, and undead are of the magic subtype.

Dispel Augments: Anti-Magi spend a great amount of their time focused on using magical dispels. Overtime, they develop ways to increase the power and versatility of dispels. An Anti-Magus can add any augment to any dispel magic or greater dispelling he casts, spontaneously and without an increase in casting time. The dispel magic effect takes place, and then the augment effect takes place immediately after. The augment functions even if the dispel magic fails to dispel any effect. The caster level for the augment is the same as the caster level for the dispel, and the save against the augment effect is 13 + the primary spellcasting stat when using dispel magic, and 16 + the primary spellcasting stat for greater dispelling. Unless otherwise noted, only one augment can be placed on a dispel at a time. Augments require a lot of power, shown as a penalty to the dispel check. This penalty applies to maximum dispel check you can use. For example, a AM with dispel magic caster level of 12 using silent augment would have a dispel check of 1d20 +8, not +10.

Note on Dispel Augments and Counterspelling/Countering: Whenever a dispel effect carrying an augment is counterspelled, the augment is also counterspelled. The augment can also be targeted for counterspelling, but this will not effect the dispel. In addition, the augments can be countered by spells that would normally counter them. For example, haste can counter the slow augment, and the extend augment can be countered by a dispel magic since the effect is not instantaneous. Countering in this fashion does not effect the dispel effect.

Note on Dispel Augments and Spellcraft: A caster can use Spellcraft to tell an Anti-Magus is casting dispel magic. It can also detect a augment emulating a spell as if that spell was being cast.

Note on Using Magic Items with Dispel Augments: An Anti-Magus can spontaneously change a dispel magic from a scroll or wand as easily as he does his own dispels. However, the dispel must be strong enough to handle the increase in power. The dispel must have a minimum caster level that is high enough to cast the dispel + the minimum Anti-Magus level needed to cast the augment. So a dispel from a wizard would need a caster level of 8 for an Anti-Magus to use the extend augment on it. A Draining Dispel would need a minimum caster level of 5 (for greater dispelling) + 8 (when draining dispel is obtained) = 13 on the caster level to function.

Note on Using Dispel Augments with Metamagics: Metamagics can be combined with dispel augments as they can with any spell. For example an Extend Dispel can be combined with the extend spell metamagic feat. This increases the spell level as normal. Dispels upgraded by metamagic can also be placed into extra dispel slots (see below). They must be prepared at the beginning of the day as normal. For every spell level increase, the dispel requires one additional slot. So a quicken dispel magic would requires 5 slots. No dispel can have a total spell level higher than the maximum spell level the Anti-Magus can cast. So an Anti-Magus who can only cast 3rd level spells, can not upgrade his dispels through metamagic if they require a level increase.

Note on Dispel Augments and Spell Resistance: Spell resistance does not stop dispel magic but can stop its augments. Augments that emulate spells that are vulnerable to spell resistance must make checks to beat the spell resistance. Failure stops the augment from effecting that creature but does not effect the dispel magic.

Dispel Mastery (Ex): At 1st level, the Anti-Magus devotes his studies primarily to the disruption of magic, and learns to enhance his dispels. When casting or making items that use dispel magic and greater dispelling, his caster level is 2 + caster level + Anti-Magus level. This does not bypass the maximums for dispel checks.

Inner Dispel (Ex): At 1st level, the Anti-Magus can cast any dispel as if it had the still spell property with no change in level. In addition, the Anti-Magus does not need to refer to a spell book to relearn dispel magic if he had to before.

Extra Dispel (Ex): At 1st level, the Anti-Magus has learned to maintain a large number of dispels on hand, as they are his main offense and defense. He gains extra slots per day equal to 2 + his anti-magus level. These extra slots are prepared each day with dispel magic, or with greater dispelling if the Anti-Magus can cast it. A greater dispelling takes two slots.

Spell Resistance (Sp): At 2nd level, the Anti-Magus has grown resilient to the effects of magic. He gains SR 12 + his anti-magus level.

Dispel Resistance (Su): At 2nd level, the Anti-Magus has learned to be more resistant to the effects of antimagic. The Anti-Magus is no longer effected by his own dispels if he chooses not to be. This does not grant him immunity against the effects of dispel augments. Also, any spell he casts has a +1 caster level when being dispelled.

Extend Augment: At 3rd level, the AM has learned to improve his dispels, allowing them to last longer. This augment requires a –2 to the dispel check. When casting an area dispel, the duration changes from instantaneous to 1 round/ 2 AM level, which is dismissable. Any creature who enters the area or who remains in the area receives the effects of an area dispel each round they remain. The extended dispel does not effect spells being cast while in the field.

Shatter Augment: The disruption of magic is in many ways similar to the energies used in the destruction of other objects, and at 3rd level, an Anti-Magus can combine their effects. This augment allows a dispel magic to also function as a shatter spell. The augment requires a –2 to the dispel check. The effect is exactly like the shatter spell except the saves and caster level are for dispel magic (or greater dispelling). Treat creatures of the magic subtype as crystalline creatures for the purposes of this spell.

Feedback (Su): At 4th level, the AM has learned how to reflect the effects of magic back upon the wielder for painful results. Whenever a spell fails to penetrate a AM’s spell resistance, the caster of the spell must make a will save equal to the DC of the original spell cast. Upon a failed save, the caster suffers a –2 penalty to his primary spellcasting stat (int/wis/cha) for 2d4 minutes. This penalty is not ability damage and so creatures immune to ability damage still feel the effects. Creatures of the magic subtype suffer a –2 to the save.

Protection from Magic (Sp): At 4th level, the AM has grown even more resistant to magical effects. The Anti-Magus now has a permanent field around him. This field functions exactly as protection from evil except that the bonuses to AC, saves, and resistance to mental control and possession only applies against creatures of the magic subtype and against magical weapons. The field also guards against summoned and conjured creatures. The AM can activate or suppress this field as a standard action.

Counterspell Augment: The AM at 5th level has learned how to truly adapt dispel magic to counterspelling. This augment requires a –4 to the dispel check. When cast, the dispel will delay until the target casts a spell. It will then immediately function as a counterspell. The dispel can only delay up to 5 rounds and then the effect is wasted. Only one counterspell augment can be placed on a creature at a time.

Innate Dispel (Ex): At 5th level, the AM has learned to dispel magic as easily as he can breathe. Whenever casting dispel magic or greater dispelling, treat it as having the silent spell and still spell feats without an increase in level. Also, casting a dispel no longer provokes an Attack of Opportunity.

Dark Augment: At 6th level, the AM has learned to combine the disruption of magic with the disruption of light. This augment requires a –2 to the dispel check and only works when combined with area dispels. The augment emulates the darkness spell within the area of the dispel, and has a caster level equal to the dispels caster level.

Greater Dispel (Ex): At 6th level, the AM gains the ability to cast GreaterDispelling if he could not already. Two extra dispel slots can be used for a greater dispel.

Silent Augment: At 7th level, the AM has learned to combine the disruption of magic with the disruption of sound. This augment requires a –2 to the dispel check. This augment lets any dispel emulate the Silence spell. If used as a targeted dispel, the save is 13 (16 for greater dispelling) + primary spellcasting stat. Creatures of the magic subtype suffer a –2 penalty to their saves.

Supernatural Resistance (Su): At 7th level, the AM’s guard against magical effects has extended to supernatural abilities. Treat this as spell resistance against any supernatural effect that requires the AM to make a save. The AM has supernatural resistance of 8 + the AM’s level. The caster level for supernatural abilities is the creature’s HD, unless otherwise stated.

Disruption Augment: At 8th level, the AM has learned to increase the disruption power of his dispels to make them damaging to creatures. This augment requires a -2 to the dispel check. Whenever a dispel magic or greater dispelling successfully dispels an effect, the bearer of the spell takes 1d6 points of damage per two levels of the spell (metamagic levels apply, minimum 1d6). This damage only applies when an effect is dispelled, not when it is surpressed. Against creatures of the magic subtype, this effect does double damage.

Drain Augment: At 8th level, the AM can not only damage creatures magical lifeforce with dispel magic, he has learned how to capture it. This augment requires a –4 to the dispel check and must be a targeted dispel. The target must make a fort save of 13 + primary spellcasting stat for dispel magic (16 + primary spellcasting stat for greater dispelling). A failed save deals 4 points of temporary ability damage to one ability score. At the same time, the AM gains a +4 enhancement bonus to that same score for 1d4+2 rounds. Once the duration is over, the AM loses the bonus, but the penalty remains. A creature can be drained multiple times, but not of the same ability score. Creatures immune to ability drains are immune to this augment. Creatures of the magic subtype suffer a –2 to their saves.

Supernature Augment: At 9th level, the AM has learned to dispel effects that normally cannot be harmed. When using a targeted dispel, the AM can suppress supernatural abilities for 2d4 rounds. The effect is just like when a magic item is surpressed. This augment takes a –4 to the dispel check and requires a targeted dispel. The caster level for supernatural effects is the creature’s HD, unless otherwise indicated.

Slow Augment: At 9th level, the AM has learned to how to start disrupting the effects of time itself. This augment requires a –4 to the dispel check. For a targeted dispel, the creature makes a save DC 13 + primary spellcasting stat for dispel magic (16 + primary spellcasting stat for greater dispelling). On a failed save, the target acts as if slowed (as the slow spell) for 1 round/dispel magic caster level. Creatures of the magic subtype suffer a –2 penalty on the save. When used in an area dispel, a failed save slows a creature for 1 round.

Antimagic Master (Ex): At 10th level, the AM's body radiates Anti-magic. The AM is constantly under the effects of an Antimagic Field. He can suppress and resume the field as a standard action.

Reverse Augment: It has long been known, that instantaneous effects cannot be dispelled since their magic has been spent. The AM knows this to be only a half truth, that the magic still takes time to leave, and at 10th level has learned the power to reverse the flow of magic itself and dispel instantaneous effects. This dispel requires a –6 to the dispel check and only works on targeted dispels. The dispel must be targeted either at the center of the spell’s effect, or at a creature effected by the spell. The dispel must be cast no later than 1 round after the spell was cast or reverse augment automatically fails. If targeted at the center of the spell’s area, a successful dispel check will remove that effect from all creatures effected. Targeted on an effected creature, only the effects for that creature are removed. Note that the reverse augment cannot dispel another reverse augment. This augment can remove the damage from a fireball, return a creature banished by blasphemy, or even bring someone to life who was killed by disintegrate. However, this augment can not effect secondary effects not directly caused by the spell. For example, a person killed by fireball cannot be raised by reverse magic since death was a secondary effect of taking fire damage. Note that a dispel check automatically succeeds against the caster’s own spells, and so does the reverse augment.
 

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Nice. Very, very nice.

It seems a little geared for the wizard already, and if you ignore the prereq of dispel magic, not much to offer a non-spellcaster. But that is fine, depending on how prevalent magic is in a campaign setting I would think. I like all of the abilities, but I still think the 'Reverse Augment' is a bit tricky. Instead of allowing an instantaneous spells to occur, I might allow the AM a 'reaction' to dispel the rapidly growing magic before it takes effect as a free action, say once per day. It would provide more power to dispelling instantaneous spells as they wouldn't even take effect, and would keep gameplay a bit more intact IMO.

Good job on revamping and coming up with an excellent PrC.
 


i have but a few questions and few comments ..

first is have you tried this prc out in your own campaign? if so how well did it work ??

second, just looking at the abilities i can see alot of thought has gone into all of it, the potential of abuse has been lessened, in my eyes atleast, by the fact you can only add one augement at a time but i can only think of the extra spell slots gained for dispel magic, knowing that dispel magic is also the general counterspell and extrapolating out to the max levels of this class (with a minimum of wizard levels) he can cast dispel magic some 13 times a day, thats 13 counter spells with other added benefits, he could in essence shut down any mage of 10th level, period, only a sorc would have a chance against him and that would only be through the shear number of spells thrown at him, i know i am speaking about a character that is 5 levels lower than he is but then take it out to an a mage of equal level and he should stand a chance, but maybe only with melee weapons,

i know i just wet off on a rant and i do apologize .. it seems to me that the class is balanced and well thought of, i think my only problem is with the mass of dispels that the class gets, but considering he doesnt get +1 to his spell caster level i can see why you do this ... but hrmm .. thinking about it .. i dont know .. thats the only problem i can think of it ... but on second thought i can see why the choices were made .... sorries it sometimes takes something liek this for me to think about something and analyze it throughly .... it is an interesting concept ... at first glance to me it seems a bit too powerful .. but i think i would have to see it in play first to make a descistion ... which is why i wanted to know if you had used it and how did it fair ...

~Zehaeva
 

To answer your questions, I've tried out some 5th level wiz/2 AM and 5th cleric/2 AM in my campaign so far. No probs with them yet. I'll be trying some stronger ones later on.

About your point on counterspelling, remember that first of all to use the counterspell augment, you take a -4 to the dispel check. So a 5th level wizard/10th level AM would have a +6 on a dispel magic, and a + 13 to greater dispelling. The caster check to beat is 21 for your 10th level wiz, so I would have to roll a 15 or better on the dispel magic, and an 8 or better on the greater dispel. Compared to a 15th level wizard, who would need a 11 or better, or a 6 or better for teh greater dispel.

So if I'm using greater dispel, then I have a very good chance to counterspelling, but I only get a max of 6 of those per day, and that's if I spend all my extra slots on greater dispels. More likely I would want like 4 greaters or so. So overall, I would probably have to resort to normal dispel magics for counterspelling, and you have a 75% chance of getting through those.

Overall, your wizard is going to have more spells than me because of his higher caster level- and he's going to have much more powerful spells. But your right, with all of his other abilities, the AM will most likely win. But he's also 5 CR levels higher than you, if your able to win a 1 on 1 duel with him, then its likely the prc is underpowered. If its a party against one AM, then yes your mage will probably be shut down, but then the rest of the party will be able to help.

The AM is very strong against mages as they are supposed to be, but so far I've found there abilities to be useful in a party situation but not overly powerful.
 

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