Anti-magic Field
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
Type: Abjuration 2nd
Cast: 2 actions
Range: melee
Area: 5-ft.-radius emanation/spell level
Target: self
Duration: 20 minutes/spell level (D)
For the duration, all other magical effects (ex. spells, spell-like abilities, and supernatural abilities) within the area reduce their effective spell level by an amount equal to (this spell's level -1). If this reduces the spell level to 0 or less, the effect simply does not activate or ends immediately, but only within the area of the field (so spells that target anything outside the field can still function but only on targets and area outside the field). Magic items with a caster level lower than twice this spell's level cease to function while within the field.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.
Summoned creatures and objects wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature.
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Heightened Duration increases by 1 round per 2 additional spell levels.
Mythic
Select a number of spell schools, descriptors, or specific spells equal to half your tier. Spells and effects of the chosen selection are unaffected by the antimagic field.