Dear tacticians and strategists, I have a question.
I have recently started playing a abjuration wizard (at level 9) after my previous character died and I have been looking into future abjuration spells.
I came across the anti-magic field spell and I understood some of the uses it has out of combat. But I really wonder, what is the use IN combat? Alot of people on different forums say ''ooh you should cast it on your fighter to protect him from wizards'' but I think most of these people fail to consider that the spell has a range of SELF and is only available to the Wizard and Cleric.
As far as I can see, you basically nullify yourself as a full-spellcaster if you cast this on yourself.
Good context for me for example. The BBEG of the campaign I am in is a very high level spellcaster. So its very likely that we will have to face many spells near the end of the campaign. But is there any way I can effectively use this spell in combat?
Typically, if you're a Wizard and you are fighting in melee, you are doing something wrong. If you find yourself wading around in the battle and can't use any of the huge number of options a Wizard has to get free, Antimagic Field is wonderful protection. Summoned creatures can't attack you. Area of Effect spells can't get you. The ability to wander around in the Cloudkill spell could come in handy. Even an *artifact* weapon loses power in that field. Stormbringer, Stealer Of Souls, becomes a mere long, sharp, pointy piece of metal, and Elric collapses from his weakness.
That's just off the top of my head. I'm sure someone clever would have other notions.
The EHP summons a demon? Walk near the demon and it goes away.
The BB is smacking the fighter with a magic sword? Stand next to the fighter and the magic sword is now nothing more than a sharp piece of metal. Mind you, same applies to the fighter's items, so be careful.
There is a prismatic wall or wall of fire in your way? Stand in the middle, make a hole, and the entire party gets through fine.
Those —ing hags keep casting their free —ing magic missiles (not that I am bitter or twisted or anything, but arrggghhhh hags!)? Get some sharpshooter friends to stand next to you and fill the ugly crones with arrows.
Nasty mage cast feeblemind on one of your party? Stand next to them and… *reads book* duration instantaneous, ok, ignore that one.
Antimagic Field is very limited value for PCs, because it usually hurts the PCs more than it hurts the enemies, but it has specialized uses against high level spellcasters.
Dear tacticians and strategists, I have a question.
I have recently started playing a abjuration wizard (at level 9) after my previous character died and I have been looking into future abjuration spells.
I came across the anti-magic field spell and I understood some of the uses it has out of combat. But I really wonder, what is the use IN combat? Alot of people on different forums say ''ooh you should cast it on your fighter to protect him from wizards'' but I think most of these people fail to consider that the spell has a range of SELF and is only available to the Wizard and Cleric.
As far as I can see, you basically nullify yourself as a full-spellcaster if you cast this on yourself.
Good context for me for example. The BBEG of the campaign I am in is a very high level spellcaster. So its very likely that we will have to face many spells near the end of the campaign. But is there any way I can effectively use this spell in combat?
Certainly. You can use a Spellwrought Tattoo to get the spell onto any member of the party capable of both V and S components. An example creature capable of both is an Awakened Shrub, which you can induct into the party via a Pot of Awakening; if you have a party druid, it's much easier to solve this problem. Once you have minions who can pop the spell, let them camp out in your Demiplane so they can be carried into battle safely and deployed when necessary - if you have a party fighter, I recommend using their shield for the Demiplane's door, so you can move the doorway around as needed.
cast it. have group hide. have another spell caster cast some kind of aoe spell (you have a safe bubble)
walk up to an enemy mage and just follow them around with it up while your party whacks them into a pulp.
as a cleric do option 2 with helping hit them.
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quote from Romantically Apocalyptic byVitaly S Alexius
Dear tacticians and strategists, I have a question.
I have recently started playing a abjuration wizard (at level 9) after my previous character died and I have been looking into future abjuration spells.
I came across the anti-magic field spell and I understood some of the uses it has out of combat. But I really wonder, what is the use IN combat? Alot of people on different forums say ''ooh you should cast it on your fighter to protect him from wizards'' but I think most of these people fail to consider that the spell has a range of SELF and is only available to the Wizard and Cleric.
As far as I can see, you basically nullify yourself as a full-spellcaster if you cast this on yourself.
Good context for me for example. The BBEG of the campaign I am in is a very high level spellcaster. So its very likely that we will have to face many spells near the end of the campaign. But is there any way I can effectively use this spell in combat?
Certainly. You can use a Spellwrought Tattoo to get the spell onto any member of the party capable of both V and S components. An example creature capable of both is an Awakened Shrub, which you can induct into the party via a Pot of Awakening; if you have a party druid, it's much easier to solve this problem. Once you have minions who can pop the spell, let them camp out in your Demiplane so they can be carried into battle safely and deployed when necessary - if you have a party fighter, I recommend using their shield for the Demiplane's door, so you can move the doorway around as needed.
this
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This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
Always seemed to me that while alright as a niche spell for non-combat uses, fully nullifying the entire capability of the Wizard or Cleric class, Rendering all the tanks defensive and your striker's weapons normal while the cleric is prevented from buffing, controlling, or healing the very wizard causing the issue when a physical striker moves less than a combat move and melees your wizard cause he has to stand frontline to affect anything but allies.
I've had a Lich cast Anti-magic Field and then stand behind a wall of undead Knights and Archers while bombing the Party with AoEs.. cause spell doesn't stop the spell entirely, just the area of effect so a Fireball or Lightning bolt may Originate at the Caster the Field only ignores the portion of the spell that is in the field. Few Black Skeletons in the Field to keep melees at bay and he took the party apart. Using magic at range while finding a physical way to defend yourself, perhaps with ranged strikers in the field is really the best combat option I can see. The issue I have is you have tons of spells, supernatural class, and racial abilities, spent feats, time, and funds on a choice set of magic items, as has everyone else, then to avoid generic magic damage on one or two ppl you sacrifice everything you've spent working 11+ levels for, plus the work and effort of anyone else in the zone, and as prior poster added, If a mage is within 10 feet of the front line, antimagic will soon be the least of your worries.
I've had a Lich cast Anti-magic Field and then stand behind a wall of undead Knights and Archers while bombing the Party with AoEs.. cause spell doesn't stop the spell entirely, just the area of effect so a Fireball or Lightning bolt may Originate at the Caster the Field only ignores the portion of the spell that is in the field.
Yeah, that doesn't work. The spell has a range of Self, which means that it moves with you, and you can't cast spells while inside it.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Dispel any type of magical illusion, disguise, shape change.
Even golems, without magic, are just statues. Or in the case of a flesh golem, rather sordid piles of dead flesh.
Oh, it also removes any debuff cast on you, and anyone within 10'.
I mean, it adds up to some usefulness, to my mind.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Dear tacticians and strategists, I have a question.
I have recently started playing a abjuration wizard (at level 9) after my previous character died and I have been looking into future abjuration spells.
I came across the anti-magic field spell and I understood some of the uses it has out of combat. But I really wonder, what is the use IN combat?
Alot of people on different forums say ''ooh you should cast it on your fighter to protect him from wizards'' but I think most of these people fail to consider that the spell has a range of SELF and is only available to the Wizard and Cleric.
As far as I can see, you basically nullify yourself as a full-spellcaster if you cast this on yourself.
Good context for me for example. The BBEG of the campaign I am in is a very high level spellcaster. So its very likely that we will have to face many spells near the end of the campaign. But is there any way I can effectively use this spell in combat?
Typically, if you're a Wizard and you are fighting in melee, you are doing something wrong. If you find yourself wading around in the battle and can't use any of the huge number of options a Wizard has to get free, Antimagic Field is wonderful protection. Summoned creatures can't attack you. Area of Effect spells can't get you. The ability to wander around in the Cloudkill spell could come in handy. Even an *artifact* weapon loses power in that field. Stormbringer, Stealer Of Souls, becomes a mere long, sharp, pointy piece of metal, and Elric collapses from his weakness.
That's just off the top of my head. I'm sure someone clever would have other notions.
<Insert clever signature here>
Drat. You're right. Elric gets to kill you after all.
<Insert clever signature here>
The EHP summons a demon? Walk near the demon and it goes away.
The BB is smacking the fighter with a magic sword? Stand next to the fighter and the magic sword is now nothing more than a sharp piece of metal. Mind you, same applies to the fighter's items, so be careful.
There is a prismatic wall or wall of fire in your way? Stand in the middle, make a hole, and the entire party gets through fine.
Those —ing hags keep casting their free —ing magic missiles (not that I am bitter or twisted or anything, but arrggghhhh hags!)? Get some sharpshooter friends to stand next to you and fill the ugly crones with arrows.
Nasty mage cast feeblemind on one of your party? Stand next to them and… *reads book* duration instantaneous, ok, ignore that one.
I think that spell was mostly designed to mess with PCs.
The main combat use is when you have to fight a 20th level pure caster and you are only 15th level.
Particularly useful if you also a good at grappling.
But I like to use it to deal with cursed stuff.
Antimagic Field is very limited value for PCs, because it usually hurts the PCs more than it hurts the enemies, but it has specialized uses against high level spellcasters.
Somehow this strikes me as a lot like asking what is the point of antihaemorrhoidal cream….
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Certainly. You can use a Spellwrought Tattoo to get the spell onto any member of the party capable of both V and S components. An example creature capable of both is an Awakened Shrub, which you can induct into the party via a Pot of Awakening; if you have a party druid, it's much easier to solve this problem. Once you have minions who can pop the spell, let them camp out in your Demiplane so they can be carried into battle safely and deployed when necessary - if you have a party fighter, I recommend using their shield for the Demiplane's door, so you can move the doorway around as needed.
better for clerics than wizard. but theres uses.
cast it. have group hide. have another spell caster cast some kind of aoe spell (you have a safe bubble)
walk up to an enemy mage and just follow them around with it up while your party whacks them into a pulp.
as a cleric do option 2 with helping hit them.
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
this
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
pretty much
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help create a world here
Not all spells are geared towards player use. Some are (usually) better left in the hands of NPCs, enemies, and dungeons. This is one of those spells.
Always seemed to me that while alright as a niche spell for non-combat uses, fully nullifying the entire capability of the Wizard or Cleric class, Rendering all the tanks defensive and your striker's weapons normal while the cleric is prevented from buffing, controlling, or healing the very wizard causing the issue when a physical striker moves less than a combat move and melees your wizard cause he has to stand frontline to affect anything but allies.
I've had a Lich cast Anti-magic Field and then stand behind a wall of undead Knights and Archers while bombing the Party with AoEs.. cause spell doesn't stop the spell entirely, just the area of effect so a Fireball or Lightning bolt may Originate at the Caster the Field only ignores the portion of the spell that is in the field. Few Black Skeletons in the Field to keep melees at bay and he took the party apart. Using magic at range while finding a physical way to defend yourself, perhaps with ranged strikers in the field is really the best combat option I can see. The issue I have is you have tons of spells, supernatural class, and racial abilities, spent feats, time, and funds on a choice set of magic items, as has everyone else, then to avoid generic magic damage on one or two ppl you sacrifice everything you've spent working 11+ levels for, plus the work and effort of anyone else in the zone, and as prior poster added, If a mage is within 10 feet of the front line, antimagic will soon be the least of your worries.
Bladesinger though?
Yeah, that doesn't work. The spell has a range of Self, which means that it moves with you, and you can't cast spells while inside it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It's a good way to sidestep a Forcecage.
This was a great spell for the old “Cheater of Mystra” build from 3.5 days.
I mean, it adds up to some usefulness, to my mind.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Not quite correct. It suppresses a lot of magic which means that magic goes back into effect once outside of the field.
Also certain spells are unaffected like Prismatic Wall. I'm sure there is more but don't have the time to research it.