Abjuration [anti-magic, ward]
Level Magic-user 6
Components V, S
Casting Time 1 segment
Range 0
Area of Effect 5-ft. radius per caster level
Duration 10 rounds per caster level
Save None
The caster is surrounded by a mobile ward that suppresses all magical effects.
The ward is centered on the caster, is invisible, and moves with the caster. The ward is sphere with a radius 5-ft. per caster level.
In terms of magical effects, all are suppressed in the area of effect. This includes effects originating outside of the area of effect. If a magical effect targets anything within the ward's area of effect, that magical effect fails.
In terms of objects, all objects are considered mundane while in the area of effect.
In terms of creatures, all magical abilities are suppressed while in the area of effect. Extra-planar creatures, incorporeal creatures, or those summoned or conjured are hedged (see below). Non-extra-planar creatures like constructs that are magical by their very nature, can operate while in the area of effect but any magical abilities are suppressed. If the caster is an extra-planar creature, the caster will not be hedged.
The GM will determine whether a creature's ability is "magical" or not. A bear's hug is not magical, nor is a snake's venom, but a violet fungi's branch attack is magical (as is yellow mold or green slime; ie. these are not "natural" things and may be deemed "magical").
The ward is not affected by dispel magic effects.
The ward is not affected by creatures with magic resistance. ie. Such creatures are affected by the ward without a magic resistance check.
Examples of Magic Effects that are Suppressed. Magical effects cannot enter the area of effect, originate inside the area of effect, or affect anything within the area of effect. Thus, a dragon breathing fire or acid sees the breath weapon disappear once it hits the ward. Gaze attacks do not affect those inside the area of effect. Polymorphed or shape changed creatures assume their original form inside the area of effect (immediately, likely affecting their ability to take an action while changing). Corporeal undead can attack with natural or manufactured weapons but no special abilities (fear, paralyzation, or energy drain) operate inside the area of effect. Creatures with natural venom (snakes, scorpions, etc.), even giant versions of these creatures, are unaffected by the ward (in terms of the effect of their venom). Energy resistance (acid, cold, fire, electricity) still operate on creatures within the ward but damage resistance and other forms of resistance do not operate. Magical effects like blinding due to bright magical light will not affect those in the area of effect (per the GM). Magical wards (glyphs, magical locking effects, magical traps, etc.) are all suppressed in the confines of the ward-and depending on the circumstances, will not be triggered (if triggered due to a magical sensor). The ward blocks and hedges divination effects. Once outside of the area of effect, suppressed magic resumes immediately.
Hedged Creatures
Creatures affected cannot enter the area of effect.
All within the area cannot be contacted by any touch, contact attack, or natural weapon possessed by an affected creature.
The caster can move up to 30-ft. per round through an area populated by affected creatures and these will be shunted aside. This movement will not grant free attacks. If there is not space available for an affected creature to be moved, treat this as forcing physical contact (as per below).
Otherwise, if the caster uses a natural attack, grab/grapple, melee attack without reach, or forces physical contact with a warded creature, the anti-magic spell will fail. The caster will know just before the action that the creature is a hedged creature and can stop their action (causing a delay or if losing initiative, losing their turn during the round).