You've got it exactly right. Sadly when it comes to nearly all spellcasting focus classes, anti-magic is going to screw you over. There is no way around it or way to make you a valuable member during whatever Fight/Trap/Puzzle if you need to rely on your magic.
Only thing I can say is stay as far away from enemies as you can, stab or hit them if they come to close and hope that you have some good martial characters in your party. Other than that, stay outside the room and cast away at anyone that dares to leave the anti-magic area.
Your DM just might be trying to get your team to think of ways to combat foes without the use of your Magic, or any other magic user on the team. Been in groups that they become so reliant on spellcasters that every combat is easy and the martial characters feel like they're not doing much.
I've tried to help the DM out on how to make it so that Spellcasters are less dominant on a field of combat versus Martial, but he's new and he's still trying to figure out how to work it so every player feels valuable in a fight.
You could borrow someone else’s light crossbow and shoot at bad guys while running from them. If you find yourself next to an enemy, take the help action to give the melee types advantage. Them hitting more means the fight ends sooner.
If your DM let’s you get creative, use your environment. Splash boiling oil on an enemy, knock a pillar over onto one. Throw dust in an enemy’s eyes to try and blind them for a round. throw down some caltrops or ball bearings. Basically turn yourself into a support role and look for nonmagical ways you might buff allies or debuff enemies.
First, I'd still cast any of your usual pre-combat spells (Mage Armor etc.) anyway, as while the field will nullify them, they'll come back when you exit it. Second, your priority on the first turn is to get away from any enemies and try to figure out if there's a source to the anti-magic field; a crystal, a caster etc. and direct your allies to focus on destroying that first.
If you don't think the room is likely to have a destructible source, you could always just put on the heaviest armour your group has to spare; if you're not going to be able to cast magic anyway, there's really no downside to being buried inside 500 lbs of solid steel.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
My current Wizard is always prepared and has always a contingency for every situation. Against anti-magic rooms, I recommend you to leverage some special items like poisons. Otherwise the Help Action to support your allies is always a choice.
My Wizard is a Hobgoblin and I selected Net with my racial proficiencies, and some lucky rolls made me restrain the enemies couple times.
I read the replies and it was very useful, we haven't finished the session yet so we still haven't crossed this room. I think my choice of action is using my quarterstaff and sticking near my paladin for his fighting style protection. Which my DM has ruled as basically deflecting attacks instead of giving disadvantage. I can't really use any spells like mage armor as I don't have it prepared and I don't have any poison, I have a climbing potion(because I got stuck at the bottom of a ramp for almost a whole session), haven't had a point yet to use it.
I haven't tried the help command, everyone in my part including me is fairly new and we have never really delved into the help option. I more so of the group have spent some time in the rule book and other source materials so the DM and others will never bring it up most likely, but I can mention it.
Your DM is being very generous if they’re letting the protection style mean an attack misses, so that’s nice. Still it should only work once in a round, since it uses the pally’s reaction. If you’re really not finding a way to be useful, there’s the dodge action, which gives all enemies disadvantage against you for the round. It’s pretty un-fun, but could keep you alive in a pinch.
Yeah he is generous in some areas and mostly brutally accurate or harsh for me, likes to pick on me. But he often doesn't attack me, because he knows I'm basically getting knock out in 2 hits. So I'm assuming in the room, he will probably target the paladin or monk player.
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How should I play around this as a wizard?
I can only think of not going into the room, if I can even figure out the room is anti-magic?
I read the rules about anti-magic and it seems straight forward that magic just seizes to work in said area.
You've got it exactly right. Sadly when it comes to nearly all spellcasting focus classes, anti-magic is going to screw you over. There is no way around it or way to make you a valuable member during whatever Fight/Trap/Puzzle if you need to rely on your magic.
Only thing I can say is stay as far away from enemies as you can, stab or hit them if they come to close and hope that you have some good martial characters in your party. Other than that, stay outside the room and cast away at anyone that dares to leave the anti-magic area.
I think the DM wants me to die or rely on my team more, no doubt there will be combat encounter or something in the room.
Your DM just might be trying to get your team to think of ways to combat foes without the use of your Magic, or any other magic user on the team. Been in groups that they become so reliant on spellcasters that every combat is easy and the martial characters feel like they're not doing much.
I've tried to help the DM out on how to make it so that Spellcasters are less dominant on a field of combat versus Martial, but he's new and he's still trying to figure out how to work it so every player feels valuable in a fight.
You could borrow someone else’s light crossbow and shoot at bad guys while running from them.
If you find yourself next to an enemy, take the help action to give the melee types advantage. Them hitting more means the fight ends sooner.
If your DM let’s you get creative, use your environment. Splash boiling oil on an enemy, knock a pillar over onto one. Throw dust in an enemy’s eyes to try and blind them for a round. throw down some caltrops or ball bearings. Basically turn yourself into a support role and look for nonmagical ways you might buff allies or debuff enemies.
First, I'd still cast any of your usual pre-combat spells (Mage Armor etc.) anyway, as while the field will nullify them, they'll come back when you exit it. Second, your priority on the first turn is to get away from any enemies and try to figure out if there's a source to the anti-magic field; a crystal, a caster etc. and direct your allies to focus on destroying that first.
If you don't think the room is likely to have a destructible source, you could always just put on the heaviest armour your group has to spare; if you're not going to be able to cast magic anyway, there's really no downside to being buried inside 500 lbs of solid steel.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
My current Wizard is always prepared and has always a contingency for every situation. Against anti-magic rooms, I recommend you to leverage some special items like poisons. Otherwise the Help Action to support your allies is always a choice.
My Wizard is a Hobgoblin and I selected Net with my racial proficiencies, and some lucky rolls made me restrain the enemies couple times.
I read the replies and it was very useful, we haven't finished the session yet so we still haven't crossed this room. I think my choice of action is using my quarterstaff and sticking near my paladin for his fighting style protection. Which my DM has ruled as basically deflecting attacks instead of giving disadvantage. I can't really use any spells like mage armor as I don't have it prepared and I don't have any poison, I have a climbing potion(because I got stuck at the bottom of a ramp for almost a whole session), haven't had a point yet to use it.
I haven't tried the help command, everyone in my part including me is fairly new and we have never really delved into the help option. I more so of the group have spent some time in the rule book and other source materials so the DM and others will never bring it up most likely, but I can mention it.
Your DM is being very generous if they’re letting the protection style mean an attack misses, so that’s nice. Still it should only work once in a round, since it uses the pally’s reaction. If you’re really not finding a way to be useful, there’s the dodge action, which gives all enemies disadvantage against you for the round. It’s pretty un-fun, but could keep you alive in a pinch.
Yeah he is generous in some areas and mostly brutally accurate or harsh for me, likes to pick on me. But he often doesn't attack me, because he knows I'm basically getting knock out in 2 hits. So I'm assuming in the room, he will probably target the paladin or monk player.