Antimagic Ray

Antimagic Ray
  • Abjuration
  • Level: Green/Blue or White/Blue 7
  • Components: V, S, M (A pinch of iron filings mixed with 25 gp worth of diamond dust)
  • Casting Time: 1 standard action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Ray
  • Duration: 1 round/level
  • Saving Throw: Will partial (object); see text
  • Spell Resistance: Yes

As you cast this spell, a clear ray projects from your fingers. Where it strikes your foe, it ripples across his body, like water spreading across a calm pond.

You must succeed on a ranged touch attack with the ray to strike a target. The target, if struck, is wrapped in a field of weak antimagic if it fails its Will save.

If this spell is used against a creature, the subject can’t cast spells or use spell-like abilities, nor do such abilities have any effect on the creature (with some exception, as per an area of antimagic). However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can’t cast the spells required. On a successful save, the creature gains a 20% spell failure chance for 1 round. If the creature already has a spell failure chance due to some other source, such as wearing armor, check each source of spell failure chance separately.

If this spell is used against an object, that object’s magical powers are suppressed – including any spells previously cast and currently in effect on the item, as well as any spells or spell-like effects targeted on the object during the antimagic ray’s duration.

The spell doesn’t affect any objects other than the subject itself, even if those objects are worn, carried by, or in contact with the subject. For instance, if a creature is the target, its equipment remains unaffected.

Antimagic Ray

Skies of Glass Planeswalker Ganny