The Anti-Magic Mage

but this idea would basically be the forsaker except with spell like abilities. Mabye we could make him like the battle mage from eldritch storm, and then they must give up all their spells but they get more spells from the book of "anti-magic" and anyone that retains their little amount of magic is considered to be an outsider.

Then agian we'd have to make up new spells, but...
 

log in or register to remove this ad


How about this: If they had caster levels, all their spell casting slots become spell absorption slots. Here's how it would work.

Spell Absorption
Prereqs: Able to cast 1st level or higher spells
Benefit: You can no longer cast spells. Instead, you have an Absorption Pool equal to the combined levels of all the spell slots that you formerly possessed.
Whenever a caster successfully overcomes your Spell Resistance, you may spend a number of levels from your Absorption Pool equal to the difference between your SR and the enemy caster's check result, or the level of the spell which would have effected you, whichever is higher. For all purposes, act is if the spell had failed to beat your SR. You may not spend more levels from your Absorption Pool against any single spell than your class level plus your Charisma modifier.
 

I wouldn't take that, all of my spells gone for only the ability to stop a limited amount...

Mabye if they fail against your SR then you regain points, but even then it's not that great...
 

I don't think the antimagic mage has to disavow magic. Ever heard the expression "It takes a thief to catch a thief"? Sometimes to beat them, you must become them.

But if you like that idea of losing your normal spellcasting ability, then here's a suggestion.

Spell Ephesia: Your work with antimagic has weakned your normal magic abilities. For every two levels of antimagic mage, you suffer a -1 caster level to every spell except dispel magic, greater dispel, and antimagic field.

But I don't like that concept too much, so here's my take on this Prc idea.

Anti-Magus
Prerequs: Ability to cast dispel magic.
HD: d4
BAB: As wizard
Saves: As wizard
Skills: 2+int


Dispel Mastery: At 1st level, the Anti-Magus gains greater understanding of the dispelling of magic. He can add an additonal 2+his anti-magus level to his dispel checks. This appility does not bypass the limits to dispel checks. In addition, dispels can now dispel magic effects that were previously immune to them, like Bestow Curse.

Extra Dispel: At 1st level, the Anti-Magus has learned to cast anti-magic more easily. He gains a extra spells per day equal to his anti-magus level. This extra spells can be filled spontaneously with dispel magic, as well as greater dispel if the AM can cast it.

Spell Resistance: At 2nd level, the Anti-Magus has grown resilent to the effects of magic. He gains SR 10+ his anti-magus level.

Extend Dispel: At 3rd level, the AM has learned to improve his dispels, allowing them to last longer. When casting an area dispel, the duration changes from instantaneous to 1 round/AM level. Any creature who enters the area or who remains in the area recieves the effects of an area dispel each round they remain. The extended dispel does not effect spells being cast while in the field.

Disruptive Dispel: It is said that every creature possesses a hint of magic, and at 3rd level the AM has learned to disrupt it. An AM can convert a dispel magic or greater dispel into a bolt of energy. The bolt requires a ranged touch attack to hit. The bolt has a medium range, does 1d6 points of damage per AM level, and is subject to spell resistance. The bolts caster level is set by a dispel check, and has a Fort (for half) DC of 13+int/wis/cha for dispel magic and 16+int/wis/cha for greater dispel.

Feedback: At 4th level, the AM has learned how to reflect the effects of magic back upon the weilder for painful results. Any caster who cannot penetrate the AM's SR recieves 1d4 of subdual damage per level of the spell being cast. The spell must be targetting the AM for feedback to take effect. In addition, anyone who hits the AM in melee with a magic weapon or fang takes subdual damage equal to twice the overall magic bonus of the weapon. Ex: A +2 flaming longsword would take 6 points of subdual damage in feedback.

Counterspell Mastery: The AM has learned at 5th level the true art of counterspelling. Whenever casting a targeted dispel, the AM can instead consider it a counterspell. In doing this, the spell takes a -4 to its dispel check. The spell will delay itself until the target casts a spell, and then attempt to counterspell. The delay can last no longer than 5 rounds.

Heighten Dispel: At 6th level, the AM has increased his dispels even further. By taking a -6 to his dispel check, any area dispel he casts will hit creatures as if they were subjected to a targetted dispel.

Prolong Dispel: At 7th level, the AM has learned to make the effects of his dispels even longer lasting. Whenever a dispel would suppress a power for 1d4 rounds, it will now suppress for 2d4 rounds.

Greater Dispel: At 7th level, the AM gains the ability to cast Greater Dispels if he could not already. Any extra dispel slot can be used for a greater dispel.

Greater Feedback: At 8th level, the AM improves his feedback ability. Whenever a dispel takes out a spell, the bearer of that spell suffer feedback damage (see above). In addition, all feedback damage is now real damage not subdual. This ability works on spells that are dispelled, feedback is not given when an ability is simple suppressed.

Supernatural Dispel: At 9th level, the AM has learned to dispel effects that normally cannot be harmed. When using a targetted dispel, the AM can suppress supernatural abilities for 1d4 rounds, which can not be increased by prolong dispel. The dispel must be directly targetted, even a heightened area dispel does not have this ability. The caster level for a supernatural ability is the creature's hit dice, and any dispel check against a supernatural ability has a -6 penalty to the check.

Antimagic Master: At 10th level, the AM's body raidates Anti-magic. The AM now has a 3 ft radius antimagic field around himself. The AM can suppress or resume the field as a standard action.

Reverse Magic: 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 instanteanous effects. In order to do this, the AM must cast a dispel one round after the effect takes place or the effect is fixed. The dispel must be a targetted one targetted at the center of the spells area or on the afflicted person. The dispel is at a -6 penalty to the check. If successful, the effect of the spell is removed. This can remove the damage from a fireball, return a creature that was subject to blasphemy, or even revive a person killed by disintegrate. However, this does not fix secondary problems not directly created by the spell. A person killed by a fireball, for instance, cannot be revived by reverse magic because the spell does not kill it just does damage.

1st Dispel Mastery, Extra Dispel
2nd Spell Resistance
3rd Extend Dispel, Disruptive Dispel
4rd Feedback
5th Counterspell Mastery
6th Heighten Dispel
7th Prolong Dispel, Greater Dispel
8th Greater Feedback
9th Supernatural Dispel
10th Antimagic Master, Reverse Magic


What do you guys think of this?
 
Last edited:

This kicks @$$! Seriously, it is really good, and I will put that in the PrC library for developing NPCs. I may tweak a few things, such as instead of 3' radius AM shell for 10th level, change it to 5' radius, so that whomever is trying to attack him in melee will be completely affected. I will change the prereqs a tad to add spellcraft 6. Also, I will add that concentration must be maintained for the dispel areas to remain in effect at 1 round/lvl.
Otherwise, great job.
 

Pets & Sidekicks

Remove ads

Top