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<blockquote data-quote="Kelleris" data-source="post: 2184767" data-attributes="member: 19130"><p>What do you mean by "standard antimagic zone rules"? I'm not entirely sure. Just that no magic item effect are allowed? The problem is that some bare-bones things are necessary, to bypass DR and such. I'm using the golem magic immunity as the basic model for this, not the spell <em>antimagic field</em>, with a possible fillip that worn (nonarmor) magic items don't function, since you don't really need a bonus to saves much when almost all magic slids right off you.</p><p></p><p>Saeviomagy - I think you're right that it needs to be lowerable in some way. I thought a lowish XP cost (to cover the occasional healing of ability drain and whatnot) would be okay, but you're probably right about the teleport angle. Still, if I make it a longer period to suppress the effect, that still allows travel via <em>plane shift</em> and <em>teleport</em>, just not quick getaways (which not all classes have access to anyway).</p><p></p><p>Does the mage grab the entire party in combat to escape in this way in your games? It's not something I've really had happen. A gate or portal would still work, presumably, as that's not an effect on any particular person, but a linkage between the relevant planes.</p><p></p><p>As for normal healing, I suspect that the average amount of damage you take would drop quite a bit with magic immunity, though some sparing out-of-combat healing might be necessary. Hmm...</p><p></p><p>Frukathka - There's absolutely no condition that would induce you to take this ability? That's a little surprising. Or do you simply think it's impossible to balance, even as a high-level ability?</p></blockquote><p></p>
[QUOTE="Kelleris, post: 2184767, member: 19130"] What do you mean by "standard antimagic zone rules"? I'm not entirely sure. Just that no magic item effect are allowed? The problem is that some bare-bones things are necessary, to bypass DR and such. I'm using the golem magic immunity as the basic model for this, not the spell [I]antimagic field[/I], with a possible fillip that worn (nonarmor) magic items don't function, since you don't really need a bonus to saves much when almost all magic slids right off you. Saeviomagy - I think you're right that it needs to be lowerable in some way. I thought a lowish XP cost (to cover the occasional healing of ability drain and whatnot) would be okay, but you're probably right about the teleport angle. Still, if I make it a longer period to suppress the effect, that still allows travel via [I]plane shift[/I] and [I]teleport[/I], just not quick getaways (which not all classes have access to anyway). Does the mage grab the entire party in combat to escape in this way in your games? It's not something I've really had happen. A gate or portal would still work, presumably, as that's not an effect on any particular person, but a linkage between the relevant planes. As for normal healing, I suspect that the average amount of damage you take would drop quite a bit with magic immunity, though some sparing out-of-combat healing might be necessary. Hmm... Frukathka - There's absolutely no condition that would induce you to take this ability? That's a little surprising. Or do you simply think it's impossible to balance, even as a high-level ability? [/QUOTE]
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