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Antimagic

Antimagic channels Anti-Aethyr, the stabilizing counter-force to Aethyr, to detect, suppress and dispel magic. What Anti-Aethyr is and how it shapes the world is described in Antimagic; this page gathers the rules for using it.

Antimagic abilities are Aethyrflame Features. The first is Aethyr Nullification, which gives a pool of Nullification Points that pays for the others. Anyone can buy it for 10 Aethyr Points, Martials included.

  • Points. Your Aethyrflame Intensity level sets how many Nullification Points you have: a Spellcaster has as many as their level, rounded up to an even number (2 at levels 1–2, up to 20 at levels 19–20), and a Spellfighter or Martial half that. You regain them all when you finish a long rest.
  • Spending them. Each antimagic ability costs Nullification Points to use. Without enough left, you can’t use it.
  • Regaining them. Many antimagic features return some of the points spent on them. Successfully disrupting a spell with Antimagic - Counterspell, for example, returns 1 point for every 2 levels of the spell disrupted. You regain at most your proficiency bonus in points this way between rests.
  • Ability slots. You start with Antimagic - Detect Magic, Antimagic - Identify and one antimagic ability slot, gaining more as your level rises: 2 at level 3, then one more every two levels to 9 at level 17, and 10 at level 20. Each time your level increases, you can refund the Aethyr Points spent on an antimagic feature and take another.

The Aethyr Nullification entry has the full tables.

Antimagic features fill your antimagic ability slots. You can buy any you meet the requirements for with Aethyr Points, or take them with the free picks your Technique grants:

  • Spellcasters get two antimagic picks each at levels 4, 8, 12 and 18.
  • Spellfighters get one each at levels 6, 12 and 18.

These are the Technique Antimagic advancements in the Aethyrflame Technique Levels table, which also lists each Technique’s Nullification Points.

Antimagic and active magic react violently when they meet. When a creature uses an antimagic ability against an active spell or magical effect, whether or not it disrupts the magic, the GM calls for an Anti-Magic Instability Check, as described in Antimagic:

  1. Roll a d20 and subtract twice your proficiency bonus.
  2. Compare the result with your unspent Nullification Points. If it’s higher, you lose control of the released Aethyr.
  3. Losing control calls for a surge check. Its Surge Charge is the level of the magic you tried to nullify plus the amount by which your result exceeded your unspent points. You also regain none of the Nullification Points that disrupting the magic would have returned.

Unspent points are counted after paying for the ability. A Spellcaster at level 10 (proficiency bonus +4) with 5 of their 10 points left spends 3 to counter a 2nd-level spell, leaving 2. They roll 11 and subtract 8, for 3: higher than 2 by 1, so the released energy may surge, with a Surge Charge of 2 + 1 = 3 dice.

Nullification Points can also calm a surge that has already broken loose: see Ground the Surge.

Antimagic - Detect MagicAs an action, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to expend a nullification point to… moreAntimagic Spell01AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction0
Antimagic - IdentifyYou choose one object that you must touch throughout the casting of this 10-minute ritual. If it is a magic item or some other magic-imbued object, you learn… moreAntimagic Spell01AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points1 Minute0
Antimagic - Veil of the MundaneAs an action, you create a thin veil from the weave to surround your Aethyrflame. For the next hour, you appear mundane and non-magical to any detection spells… moreHomebrewed Antimagic Ability52AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction1
Aethyr NullificationYour intense study, exposure, or innate talent for countering the arcane arts has granted you the unique ability to tap into the very fabric of magic… moreHomebrewed Antimagic Ability101AntimagicGeneralGeneralGeneralNullification PointsNone
Antimagic - CounterspellYou attempt to interrupt a creature you can see within 60 feet of you who is in the process of casting a spell. If the creature is casting a spell of 3rd level… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3
Antimagic - Dispel MagicAs an action, choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3
Antimagic - Protection from EnergyAs an action, you weaken the ability of the weave surrounding a creature to carry energy of a particular type. For up to an hour or for as long as you maintain… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3
Antimagic - Remove CurseThrough a 10-minute ritual you can dispell any dark magic leaching on a creature or object. At your touch, all curses affecting one creature or object end. If… moreAntimagic Spell155AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3
Antimagic - Magic SiphonYou are able to drain the magical energy from an ongoing spell or enchanted object in the vicinity, turning that energy into temporary hit points or using it to… moreHomebrewed Antimagic Ability153AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction1
Antimagic - Arcane BounceAs a reaction, when you are affected by another creature’s spell, you can reflect it back to its caster or source. You make an anti-magic check using your… moreHomebrewed Antimagic Ability157AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction4
Antimagic - Spell EchoAs a reaction, when you see another creature cast a spell within 30 feet of you, you can store a copy of it within your Aethyrflame. Later, using the same type… moreHomebrewed Antimagic Ability154AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3
Antimagic - Arcane SilenceAs an action, you magically silence a creature you can see within 120 feet. That creature must make a Spellcasting Ability Check against your Aethyrflame Spell… moreHomebrewed Antimagic Ability153AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction2
Antimagic - Dampen ArcanaAs an action, you leaden the threads of the weave within 10 ft of you for the next minute, causing color in the area to become saturated and distorted. Leveled… moreHomebrewed Antimagic Ability154AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction2 per charge
Antimagic - Circle of PowerAs an action, you cause nullification energy to radiate from you, distorting and diffusing magical energy within 30 feet of you. For up to 10 minutes (or until… moreAntimagic Spell209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction5
Antimagic - Dispel Evil and GoodAs an action, you summon shimmering energy which surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For up… moreAntimagic Spell209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction4
Antimagic - Nullifying AuraAs a bonus action, a 5ft radius aura of Aethyr entanglement surrounds you, potentially weakening spells that come within its range. Casters of spells which pass… moreHomebrewed Antimagic Ability205AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsBonus Action3
Antimagic - Rift StepAs a reaction, when you are effected by a spell or magical effect, you can teleport up to 120 feet by stepping through the rift left in the weave of magic by… moreHomebrewed Antimagic Ability209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3
Antimagic - Warp MagicWhen a spell targets you or you are within its area of effect, you can use your reaction to rip open the weave in the area as the spell resolves. Its effects… moreHomebrewed Antimagic Ability206AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3
Antimagic - Mystic ChainsAs an action, you can bind a creature with an Aethyrsoul to the threads of the weave which surround them. The creature must succeed on a spellcasting ability… moreHomebrewed Antimagic Ability208AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction4
Antimagic - Essence LockAs an action you can tap into the Aethyrflame of a creature within 60 feet who has affected you with a spell in the last minute. The target must succeed on a… moreHomebrewed Antimagic Ability205AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3
Antimagic - Breach BarrierAs an action, you rip a temporary tear in the weave through which spells and magical effects cannot penetrate. Any spells or magical effects cast into the… moreHomebrewed Antimagic Ability2010AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction6
Antimagic - Rune of RepulsionAs a ritual executed over the course of 10 minutes, you can place bright glowing magical runes in an area up to 10ft by 10ft that repulse or deflect spells cast… moreHomebrewed Antimagic Ability256AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points10 Minutes2 per charge
Antimagic - ForbiddanceThrough a 10 minute ritual, which requires the materials listed below, you create a ward against magical travel that protects up to 40,000 square feet of floor… moreAntimagic Spell3011AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points10 Minutes8
Antimagic - Antimagic FieldAs an action, you summon a 10-foot-radius invisible sphere of antimagic around you. This area is divorced from the magical energy that suffuses the multiverse… moreAntimagic Spell3515AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction10

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