Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


| Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Antimagic Grenade

An antimagic grenade creates a temporary field that inhibits magic in its radius. Upon detonation, everything in the grenade’s radius is affected by an area dispel as greater dispel magic, using the grenade’s item level as the caster level. Second, each creature in the explosion radius must make a Will save each time they attempt to cast a spell or use a spell-like ability for a number of rounds equal to the grenade’s model number, or lose the spell or spell-like ability. A creature, object, or area can be affected by only one antimagic grenade every 24 hours.

Antimagic Grenade, I

Source Drift Crisis pg. 51
Level 15; Price 27,500
Hands 1; Proficiency Grenade
Damage —; Range 20 ft. ft.; Critical
Capacity Drawn
Bulk L; Special Explode (20 ft.; see text)

Antimagic Grenade, II

Source Drift Crisis pg. 51
Level 19; Price 172,000
Hands 1; Proficiency Grenade
Damage —; Range 20 ft. ft.; Critical
Capacity Drawn
Bulk L; Special Explode (20 ft.; see text)