Antimagic Skill

Even ONE point in antimagic totally and forever prevents:

* Casting any spells, including but not limited to mindcraft, necromancy, thaumaturgy, etc. * using any wands, staves, or rods.

Activations, potions, and scrolls still work.

Using Antimagic

For gameplay reasons, antimagic skill can be used to detect/disarm traps and prevent teleportation.

At skill level 20, you can disrupt the space-time continuum, preventing teleportation. At skill level 25, you can detect traps. At skill level 35, the detect traps action will also destroy doors and traps you are next to.

Boosting Antimagic

There are two aspects of antimagic. How powerful your antimagic field is, and at what distance it starts.

power starts equal to your antimagic skill, and distance is your antimagic skill scaled to 10. (i.e. 0 at low levels, and up to 10 and skill level 50)

Items which generate an antimagic field effect this as follows:

flag

+ to power

+ to distance

ANTIMAGIC_50

10+scale(40)-hda

1+scale(4)-hda/15

ANTIMAGIC_30

7+scale(33)-hda

1+scale(2)-hda/15

ANTIMAGIC_20

5+scale(15)-hda

2

ANTIMAGIC_10

1+scale(9)-hda

1

hda is the total of any bonuses to hit, to damage, or to armor class. hda can be negative, allowing only a little antimagic skill in combination with a weapon of nothingness to yield a powerful effect.

These flags are checked in order, and the effect described applied in turn for each of these flags that each item you're wearing has. There isn't any way to tell which it has though, if simply says "generates an antimagic field" if the item has any of them. This means that there is no way to tell exactly how much an item is doing for you without examining the e_info.txt or k_info.txt that defines the possibilities, or using wizard mode.

In standard 2.3 tome, there is ONLY ONE standard item with antimagic. The "dark sword" has ANTIMAGIC_50. Mormegil, which is based on a darksword, also has this flag.

In t-plus, There's the ego items of spellbreaking, and robes of vice. There's still Mormegil, but it's called

Note that many artifacts have the NO_MAGIC flag, which is different and doesn't stack with the antimagic skill. Items which have the NO_MAGIC flag will say "It produces an anti-magic shell." while ones which have an ANTIMAGIC flag will say "It generates an antimagic field."

NO_MAGIC prevents: mindcraft, mimicry, powermage (whatever that is), possession, necromancy, runecrafting, summoning, symbyosis, and of course casting spells. Also, your saving throw is set to 95% if it's less than that.

The antimagic skill prevents everything NO_MAGIC prevents, and also prevents monsters from casting spells, and prevents you from using wands, staves, rods, and rod tips.

what it does

First off, antimagic has no effect on shrieking, firing a rocket, firing an arrow or missle, or breath attacks. Or in other words, good luck with that cyberdemon, it looks real to me. :)

Antimagic has no effect at all on monsters further away than your antimagic distance. For monsters closer than that, the chance of the monster casting the spell is (100 - antimagic power)% This ignores how strong the monster is, you'll disrupt the spells of morgoth just as easily as the spells of a novice mage. It also ignores dungeon level, it's just as effective on level one as in the void.

Meaning that once you get your antimagic power up to 100 (and there's no way to tell, except perhaps sitting next to a magic mushroom patch and waiting, I suppose...) the only thing that matters is distance.

chatter

JohnGilmore:The disruption is actually "magik(p_ptr->antimagic)" which I couldn't find the definition of, but that's the definition given for lua_magik in w_z_pack.c, so I figure it's about right.

Spoilers/Skills/Antimagic (last edited 2006-02-21 13:26:50 by JohnGilmore)