I've considered having an armor created, that can as an action/reaction, cast Antimagic Field on the wearer as per the spell (w/o concentration needed) once per day, or if that seems too powerful, needing a week to recharge.
Considering it could be a positive and negative affect, on the player, their party, and the enemies, as once activated, they cannot deactivate it until the hour is up it could adversely affect the play of the game and encourage "use with extreme caution".
Consider other magic items that are capable of casting 8th-level spells. I found 13, I may have missed some. Here are the rarities and level 8 spells that can be cast between those items.
Each of the 13 items I found can cast more than just the 8th-level spell (some cast many more) and/or give other bonuses such as ability score adjustments, languages, proficiencies, resistance, and other cool stuff. You could argue antimagic field is far more useful (at least more often) than control weather, and potentially more powerful than dominate monster.
In light of this, I think a Legendary armor set with only Antimagic Field attached would be acceptable. You can reasonably add a handful of carefully chosen minor effects if they tie-in to any theme you might add to the item, as many Legendary and Artifact items do. I think if the armor were adamantine it would definitely fit with this effect.
It’s a cool idea! Especially when worn by a nonmagical fighter, I think it creates some interesting tactical effects.
The DMG suggests that the highest level of spell for a very rare item is an 8th level spell. I would comfortably label a once per day antimagic field as very rare.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thanks for the feedback, my thought in the long run was to have a cleric character-forge domain, create his own armor, or the armor for a party member such as a fighter or paladin. I'd definitely have out very rare/legendary, due to the power level. The theory would be having the party work on a campaign to get materials and such for the creator, sand either create it for himself or as payment for the work and materials required for the research the party could keep it (depending on whether I'm the GM or player in another's campaign).
I like the artifact idea as well, either adding in effects as suggested above, or the PC/NPC creating the artifact in which to provide support to the party in a high level boss fight in the foreseen future (by divination or other foreshadowing).
Updated thought. RAW, if I understand it correctly, a spell such as spiritual weapon or guiding bolt cannot be cast outside the area of the Antimagic Field (although the effects are purely outside the field), but ranged weapons/or ammunition regain their magical properties once they leave the Antimagic Field.
Magic weapons imbue magic to their projectiles. The magic range weapon is suppressed inside the field. In my opinion it doesn't have the ability to imbue the projectiles.
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I've considered having an armor created, that can as an action/reaction, cast Antimagic Field on the wearer as per the spell (w/o concentration needed) once per day, or if that seems too powerful, needing a week to recharge.
Considering it could be a positive and negative affect, on the player, their party, and the enemies, as once activated, they cannot deactivate it until the hour is up it could adversely affect the play of the game and encourage "use with extreme caution".
What do you all think?
Consider other magic items that are capable of casting 8th-level spells. I found 13, I may have missed some. Here are the rarities and level 8 spells that can be cast between those items.
1 Very Rare (control weather)
9 Legendary (dominate monster, control weather)
3 Artifact (dominate monster)
Each of the 13 items I found can cast more than just the 8th-level spell (some cast many more) and/or give other bonuses such as ability score adjustments, languages, proficiencies, resistance, and other cool stuff. You could argue antimagic field is far more useful (at least more often) than control weather, and potentially more powerful than dominate monster.
In light of this, I think a Legendary armor set with only Antimagic Field attached would be acceptable. You can reasonably add a handful of carefully chosen minor effects if they tie-in to any theme you might add to the item, as many Legendary and Artifact items do. I think if the armor were adamantine it would definitely fit with this effect.
It's a very powerful ability so, I'd probably rate the armor on the level of being an artifact. It seems like an interesting idea for sure, I like it.
It’s a cool idea! Especially when worn by a nonmagical fighter, I think it creates some interesting tactical effects.
The DMG suggests that the highest level of spell for a very rare item is an 8th level spell. I would comfortably label a once per day antimagic field as very rare.
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thanks for the feedback, my thought in the long run was to have a cleric character-forge domain, create his own armor, or the armor for a party member such as a fighter or paladin. I'd definitely have out very rare/legendary, due to the power level. The theory would be having the party work on a campaign to get materials and such for the creator, sand either create it for himself or as payment for the work and materials required for the research the party could keep it (depending on whether I'm the GM or player in another's campaign).
I like the artifact idea as well, either adding in effects as suggested above, or the PC/NPC creating the artifact in which to provide support to the party in a high level boss fight in the foreseen future (by divination or other foreshadowing).
Updated thought. RAW, if I understand it correctly, a spell such as spiritual weapon or guiding bolt cannot be cast outside the area of the Antimagic Field (although the effects are purely outside the field), but ranged weapons/or ammunition regain their magical properties once they leave the Antimagic Field.
Am I understanding the effects properly?
Magic weapons imbue magic to their projectiles. The magic range weapon is suppressed inside the field. In my opinion it doesn't have the ability to imbue the projectiles.