Antimagic
Antimagic areas: whenever you cause antimagic nullification in an area, it works thus:
- An effect originating outside the area works normally on all targets outside the area, but those inside are subject to the nullification as listed.
- An effect originating inside the area is nullified for all targets in or out of the area. If the nullification is total, the effect is completely nullified.
- Antimagic applies to all supernatural powers, regardless if they are manifested through training (e.g. Arcana, Thaumaturgy, etc), natural ability (e.g. monsters), from a magic item, etc. The only exception are divine beings, who can ignore antimagic, unless it is also from a divine being, in which case they can contest willpower.
Rank 1
- Antimagic Touch: At-will, swift, touch; you attempt to nullify a touched spell. Upon touch, you suffer either medium arcane damage (appropriate for the caster), or the spell's damage, whichever is higher. However, you are allowed a Con save against this damage. If you succeed, you take only half damage, and the effect is nullified. On failure, you can choose to either take half damage and fail to nullify the spell, or take full damage and successfully nullify it. If you take full damage, you are subject to any additional effects the spell may have (such as a status effect, or ongoing damage)--if you take half damage, you are not.
- Mana Burn: At-will, std, ranged; subject, if they are capable of wielding magic, suffers medium arcane damage. The next time they attempt to use magic (within the encounter), they must pass a Con save; on failure, their spell fails.
Feats
- Antimagic Armor: You may use Antimagic Touch as a reaction against any harmful magical effect within melee reach.
- Antimagic Blade: You may channel your antimagic through a wielded weapon. Each attack causes the spell failure effect of Mana Burn (although not the bonus damage).
Rank 2
- Antimagic Zone: At-will, swift, emanation 1-2, concentration; you create a zone of nullification around yourself. All magic--including your own, or that beneficial to you, is reduced in effectiveness within that zone. If you choose an emanation 1, the reduction is 50%. An emanation 2 reduces effectiveness by 25%.
- Detonate Spell: At-will, std, ranged; a chosen spell explodes, causing heavy arcane damage (or the spell's damage, whichever is higher) in a burst 2. If the burst catches any instances of the same spell, they also detonate.
- You gain Resist 50% to the damage of Antimagic Touch.
Feats
- Spell Immunity: Whenever you suffer damage from a spell, you gain immunity to said spell for the encounter. If you only suffered partial damage (e.g. you saved for half, or used an ability that resists the damage), your immunity is only as strong as the amount you suffered. If you suffered full damage, your immunity is complete.
Rank 3
- Wall of Antimagic
- Arcane Torrent (all instances of a spell return as damage to caster)
Rank 4
- Antimagic Field: as Antimagic Zone, but 100% reduction in an emanation 1, or 50% in an emanation 2, or 25% in an emanation 5.