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Antimagic FieldSpell 8


RareAbjuration
Source Pathfinder Core Rulebook
Traditions Arcane, Divine, Occult
Cast Three Actions (material, somatic, verbal)
Area 10-foot emanation which affects you.
Duration sustained up to 1 minute

You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities, including yourself. Likewise, spells - such as Dispel Magic - can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.

The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.