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Anti-magic Fields

Rules As Written

This rule does not actually modify the AMF RAW, but is instead an attempt to enumerate what AMF does and does not do, in an attempt to clear up confusion and to avoid arguments at the table during a session. The list is not necessarily exhaustive.

Blocked/Suppressed

  • ANY spell effect of any kind, unless it comes from an artifact or deity.
    • For example: If wall of stone was cast and an AMF was put on it, the wall would vanish within the field. BUT if wall of stone was concentrated on and had become permanent, AMF would not affect it; it's not magical stone anymore.
  • Magic items. A magical sword is still a sword, but not a magical sword. This makes it vulnerable to damage or destruction as well.
  • Certain magical ki abilities that are magical, including:
    • Shadow arts (those are spells)
    • Attacks counting as magical (anything magical is suppressed)
    • All of the Way of Four Elements spells (serves you right for being a Way of Four Elements monk)
  • Darkness/light spells
    • If the area of illumination is partially covered by the AMF, only that area stops.
    • If the spell is cast on an object, so that object emits the darkness/light, and that object is covered by the AMF, the entire darkness/light stops.
  • Summoning of any kind
    • Magic summoning, like elementals or whatever
    • Item summoning, like the Horn of Valhalla
    • Note: The creatures are not dispelled, merely suppressed. They pop out of existence inside the AMF, but if the AMF moves or disappears they come back (if there is enough duration in the spell left)
  • Paladin
    • Divine Smite
    • Channel Divinity: Sacred Weapon (Weapon becomes magical)
    • Purity of Spirit
  • Warlock
    • Invocations (Called an "abiding magical ability", which would be suppressed)
    • Entropic Ward (This "magically wards" you)
    • Create thrall
 

Not Blocked/Suppressed

  • Aasimar
    • Celestial Resistance
    • Healing Hands
    • Radiant Soul
    • Radiant Consumption
    • Necrotic Shroud
  • All Totem Barbarian abilities except Spirit Seeker/Spirit Walker
  • Paladin
    • Divine Health
    • Aura of Protection
    • Aura of Courage
    • Improved Divine Smite (note that the 1d8 is all that works. Divine Smite is a separate feature which does not work, since it is fueled by spell slots)
    • Cleansing Touch
    • Turn the Unholy
    • Aura of Devotion
    • Holy Nimbus
  • Ranger (UA Beastmaster) abilities are unaffected, aside from spellcasting
  • Warlock
    • Awakened Mind
    • Thought shield
    • Your Book of Shadows doesn't disappear; but you can't cast spells from it in the AMF (obviously)
  • Wizard (Diviner) the Third Eye & Portent/Greater Portent
  • "Natural magic", i.e. Dragon's breath, elementals (though if they're summoned that effect would be suppressed), constructs, etc.
  • Non-magical material properties. For example, adamantine armor is still adamantine armor.
  • Ki abilities that aren't explicitly magical. Includes:
    • Flurry of blows
    • Patient Defense
    • Step of the Wind
    • Deflect Missiles
    • Stunning strike
    • Purity of body
    • Tongue of Sun & Moon
    • Diamond soul
    • Timeless body
    • Empty body [But you can't "cast astral projection", that's a spell]
    • Quivering Palm
    • Shadow step (not said to be magical)
    • Cloak of Shadows
  • Divine boons (those granted by Tempus & Pals, that would fall under “Effects created by a deity”)
  • Epic Boons, unless they are casting a spell.

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