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Antimagic

Antimagic stops and destroys magic. The Antimagic theme focuses on protection and utility which finds and prevents magic, block its flow, and punishes spellcasters.

Spells from the Antimagic theme allow you to detect magic, make creatures resistant to spells, burn your foes’ magical energy, interrupt spellcasting, make casting spells harder, protect creatures from divination, ward structures from divination, teleportation, and invaders, reflect spells against the caster, and create antimagic zones.

Power sources

Arcane

Table of contents

Antimagic feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You gain a +1 bonus to a saving throw of your choice against magic.

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within your reach.
Prerequisites: The ability to cast at least one spell

While you aren’t incapacitated, you and each friendly creature within 5 meters of you who can see or hear you gains a bonus to saving throws against magic equal to half your spellcasting ability.

You have advantage on saving throws against spells and other magical effects and you have resistance against the damage of spells and other magical effects.

Antimagic maneuvers

As a reaction, which you use when a creature within your weapon’s reach casts a spell, you can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

Antimagic spells

As an action, you extend your hand and trace a sigil of warding in the air. Until the start of your next turn, you make the first saving throw against a spell with advantage.

As a reaction, which you use when a creature that you can touch or see within 10 meters casts a spell, you can dampen the spell, making it easier to avoid or resist. Roll a d4 and subtract the result from the spell’s attack bonus or spell save DC. You can do so after the roll but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

  • Counterspell. You can expend 1 additional mana or psi to attempt to interrupt the spell instead of dampen it. Make an ability check using your spellcasting ability which you are proficient with. The DC equals the creature’s spell DC + the spell’s effective mana. If you have identified the spell being cast, you have advantage on this ability check.

    On a success, the creature’s spell fails and has no effect.

    On a failure, you dampen the spell as normal.

    A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

    You gain a +1 bonus to your ability check for each additional mana or psi expended.

(ritual); concentration, 5 minutes/mana or psi

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failed save, if the creature has mana or psi, you pull magical energy out of a creature’s body as it loses 1 mana or psi (its choice), takes 1d10 force damage, and has disadvantage on saving throws to maintain concentration on a spell until the start of its next turn.

On a successful save, if the creature has mana or psi, it takes half as much damage, but doesn’t lose mana or psi.

If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 3d10 and the target loses 1 additional mana or psi for each additional mana or psi expended.

  • Antimagic Rebuke. You can expend 1 additional mana or psi to cast the spell as a reaction, which you use when a creature that you can touch or see within 5 meters of you succeeds on a saving throw against a spell. The spellcaster is the target and additional augments increase the damage by 2d10 instead of the normal increase.

3 hours/mana or psi

As an action, you hide yourself from divination magic. You can’t be targeted by any divination magic, perceived through magical scrying sensors, or detected by any locate spell.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to hide two targets that you touch from divination magic. A target can be a willing creature or a place or an object no larger than 2 meters in any dimension. You can target one additional target for each additional mana or psi expended.

  • Sequester. You can expend 1 additional mana or psi and consume powder composed of diamond, emerald, ruby, and sapphire dust worth 5,000 sp to hide the target creature or object until the spell is dispelled. When you cast the spell and touch the target, it also becomes invisible.

    If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

    You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 2 kilometers of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

As an action, a creature that you can touch or see within 10 meters can immediately repeat a saving throw against a magical effect afflicting it.

(ritual); concentration, 1 minute/mana or psi

As an action, no sound can pass through a sphere that surrounds you. Until the spell ends, the sphere moves with you, centered on you.

Any creature or object entirely inside the sphere is immune to concussion damage that originates outside the sphere.

Casting this spell on the same spot every day for a year makes this effect permanent on that spot.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so no sound can be created within the sphere. Any creature or object entirely inside the sphere is immune to concussion damage, creatures are deafened while entirely inside the sphere, and casting a spell that requires words to be spoken is impossible inside the sphere.

  • You can expend 1 additional mana or psi to cast the spell centered on a point within 20 meters.

  • You can expend 1 additional mana or psi to change the duration to 5 minutes/mana or psi.

concentration, 1 minute/mana or psi

As an action, an invisible shield forms within a sphere twice as big as normal centered on you that moves with you. For the duration, The shield absorbs magical energy of spells that pass through it. The attack bonus of spell attacks and the spell save DCs of spells that pass through it are reduced by 2.

As two actions, choose a creature, object, or magical effect within 20 meters. Make an ability check using your spellcasting ability which you are proficient with. The DC equals the spell DC used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this ability check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.

On a success, the spell ends.

If you fail by 4 or less and the curse specifies that it is lifted by this spell, the spell is suppressed for 1 minute.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

Augment

You gain a +1 bonus to your ability check for each additional mana or psi expended.

(ritual); M (rare incense and powdered ruby worth 500 sp); 6 hours/mana or psi

As you spend 10 minutes to cast this spell, you create a ward against magical travel that protects up to 1000 square meters of floor space (an area ~32 meters on each side). The warded area can be up to 5 meters tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the components are consumed on the last casting.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the area by 1000 square meters for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to cause the spell to damage types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 force damage.

  • Guards and Wards. You can expend 1 additional mana or psi to place your choice of one of the following magical effects within the warded area. You must know any spell specified.

    • Place fog cloud in all the warded corridors. In addition, at each intersection or branching passage offering a choice of direction, there is a 50% chance that a creature other than designated or who knows the password will believe it is going in the opposite direction from the one it chooses.
    • Place knock/lock on all doors in the warded area, magically locking them. In addition you can place minor illusion on up to ten doors to make them appear as plain sections of wall.
    • Place web in all the warded stairs from top to bottom. These strands regrow in 10 minutes if they are burned or torn away while forbiddance lasts.
    • Place dancing lights in four corridors. You can designate a simple program that the lights repeat.
    • Place magic mouth in two locations.
    • Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while forbiddance lasts.
    • Place a constant gust of wind in one corridor or room.
    • Place a suggestion in one location. You select an area of up to 1 meter square, and any creature that enters or passes through the area receives the suggestion mentally.
6 hours/mana or psi

As you spend 10 minutes to cast this spell, you make an area within 20 meters magically secure. The area is a cube that can be as small as 1 meter to as large as 20 meters on each side. The spell lasts for the duration or until you dismiss it on your turn (no action required).

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can’t pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can’t be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

1 hour/mana or psi

As two actions, you see magically invisible creatures and objects as if they were visible.

As an action, you can end this spell so a magically invisible creature within 20 meters must make a Will saving throw.

On a failed save, the magical invisibility ends.

concentration, 1 minute/mana or psi

As two actions, an invisible sphere of antimagic surrounds you. Until the spell ends, the sphere moves with you, centered on you.

If a creature attempts to cast a spell using equal or less mana or psi while within the sphere, it must succeed on a Will saving throw or the spell fizzles. Spells using equal or less mana or psi cast from outside the sphere can’t affect creatures or objects within it. Such a spell can target creatures and objects within the sphere, but the spell impacts the invisible sphere and has no effect on them. Similarly, the area within the sphere is excluded from the areas affected by such spells.

Casting this spell on the same spot every day for a year makes this effect permanent on that spot.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to cast the spell centered on a point within 20 meters.

  • Antimagic Field. You can expend 2 additional mana or psi so the area within the sphere is divorced from the magical energy that suffuses the multiverse and the duration changes to 1 hour/mana or psi. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane.

    Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. Mana or psi expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

    Targeted Effects. Spells and other magical effects, such as magic missiles and charm creature, that target a creature or an object in the sphere have no effect on that target.

    Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

    Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

    Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a magical longsword in the sphere functions as a nonmagical longsword.

    A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

    Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

    Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

    Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.

concentration, 3 hours/mana or psi

As two actions, spells that affect you are reflected back upon the original caster. Area spells are not affected. Up to 6 mana or psi worth of spells are reversed in this fashion, then the spell ends.

When you are targeted by a spell using a higher amount of mana or psi than the amount of reddopsi you have left, the spell functions as normal.

concentration, 1 minute/mana or psi

As two actions, you create an affinity feedback loop within a sphere twice as big as normal centered on you that moves with you. Enemies in the area takes all damage as you do and your allies in the area heal as you do.

Each time you are subject to a magical effect using 3 or less mana, choose up to six creatures within the sphere that are then subject to the same effect as if the spell were cast upon them normally. All magical effects transferred to targets fade at the end of this spell’s duration. If you suddenly become immune to a particular effect or spell, the effect or spell to which you are immune cannot be transferred to creatures that have affinity to you.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick