The Anti-Magic effect is one which disrupts the regular flow of magic throughout the world. The world’s cycle of magical energy flows through the Ether, through the earth, to the sky and cycles back around the world to the Ether. This cycle is forced to avoid the person or location where Anti-Magic is in effect. This causes a breakdown in normal magic because such magic can only exist within the constant flow of magic through it.
This effect suppresses all magic while within the area, and when the effect wears off or the creature or item is removed from the area, magic will still be unavailable for a short time. This is due to the connection to the flow of magic taking a short time to enter, pass through and fully merge back into the regular magical energy cycle.
The Spells
Anti-Magic Shell - Level 7
Cost - 50, MEL - 5 (Magic)
Duration: 24 hours
Mix: Potion
Incant: I ban magic from this Anti-Magic Shell. Immunity to magic
This incantation creates a spherical shell around the target. The target will become completely resistant to all spells and magical effects. Note, this also cancels any magical effect on the target and any temporary magic on the target’s items as well as preventing the use of spells, scrolls, permanent items and potions.
Anti-Magic Zone - Level 9
Cost - 85, MEL - 10 (Magic)
Duration: 24 hours
Mix: None
Incant: I ban magic from this place and make my Anti-Magic Zone
Identical to Anti-Magic shell, except this spell creates an unmovable 10'x10' area (which must be marked clearly) that is completely resistance to magic and magical effects.
General Effects on All Creatures
Any magical effect is suppressed while under Anti-Magic and for 5 minutes after.
Nothing under Anti-Magic will detect under any detection spells. During the 5 minutes after, any magical effects on the creature will still not detect, though the creature will detect as magic.
Spiritual and Magical Energy
A character will have no access to Spiritual or Magical Energy while under the effect of Anti-Magic or for 5 minutes after.
Active Spells
All spells of 4th level and lower currently active on a character will be removed while under the effect of Anti-Magic. The spell(s) must be recast on the character once the Anti-Magic effect is over.
Spells requiring a Magical Component to cast currently active on a character will be suppressed while under the effect of Anti-Magic and for 5 minutes after.
Spells Cast
A character attempting to cast while under the effect of Anti-Magic or for 5 minutes afterwards has the spell fail to cause an effect. No Magical Energy or Spiritual Energy is wasted as the character simply can’t access the energy necessary to try to cast.
Spells cast by another on a character who is under the effect of Anti-Magic or for 5 minutes afterwards fail and the ME/SE is wasted.
Magical Weapon Damage
A character who is under the effect of Anti-Magic or for 5 minutes afterwards that is struck by a weapon enhanced by a magical Damage Type (i.e. Magic, Fire, Ice, Light or Dark) will take no effect.
Damage Type Immunities
A creature who is immune to material Damage Types (i.e. Steel, Wood, Silver, Mithril) will take effect from these Damage Types while under Anti-Magic and for 5 minutes afterwards.
Effects on…
Items
In general, all magical properties of an item affected by Anti-Magic will be unable to be activated for the entire time it is under the effect and for 5 minutes after being removed. If affected by Anti-Magic again, the 5 minute suppression on removal is reset.
Magical Items suppressed by Anti-Magic will not detect as Magical.
Potions and Scrolls
Potions drunk while under Anti-magic suppression are used up with no magical result.
Scrolls read while under Anti-Magic suppression cause no effect but are not used up.
Once Ever Magical Items
Magical Items cannot be activated while under Anti-Magic and for 5 minutes after.
Daily Magical Items
Magical Items cannot be activated while under Anti-Magic and for 5 minutes after.
The time spent under Anti-Magic does not count towards the 24 hours required for a Daily Magical Item to recharge. For example, a Daily item used at noon will have the use recharged at noon the following day. If during that time the Daily item spends 1 hour under an Anti-Magic effect, the item will recharge instead at 1pm.
Permanent Magical Items
Permanent Magical Items do not work while under Anti-Magic and for 5 minutes after.
Contingency Magical Items
Contingency Magical Items cannot be activated while under Anti-Magic suppression.
Vessels
Vessels will maintain the same amount of Magical Energy contained within.
While under Anti-Magic and for 5 minutes after, no Magical Energy can be put in or taken out of the Vessel. Attempts to draw energy from a Vessel fail with no other effect. Attempts to put energy into a Vessel fail to charge the Vessel and the ME is lost.
Relics
A Relic’s Once Ever, Daily, Permanent, Contingency and/or Vessel properties will react identically as described above.
Any powers of a Relic that are not described within the Rulebook will be handled at Plot discretion taking the Theory of Anti-Magic into account.
PC Races
No Race within the Rulebook has a magical effect that would be suppressed by Anti-Magic (including Malkin).
Infernals/Celestials
Anti-Magic does not cause the Infernal/Celestial to return to their home plane.
Control over the Infernal/Celestial by the caster is removed permanently. The creature may act freely but cannot return to their home plane without the normal methods of doing so (i.e. death, Banishment, Portal, etc.)
Undead
Skeletons, Zombies and other Undead not requiring a Spirit to create
The magic animating the body is suppressed while under Anti-Magic and for 5 minutes after. The body becomes a non-magical corpse or pile of bones.
The spell reactivates and reanimates the body/bones after the 5 minute suppression following removal of Anti-Magic.
Damage dealt to the body while under Anti-Magic does not effect the LP of the Undead. It will keep the LP that it had before the Anti-Magic effect took place.
Limbs removed will remain lost when the body reanimates.
Wraiths, Ghouls and other Undead requiring a Spirit to create
The magic animating the body is suppressed while under Anti-Magic and for 5 minutes after. The body becomes a non-magical pile of dust.
The spirit that was used for the spell will rise and act like a normal spirit while under Anti-Magic. (Note: Anti-Magic Shell is targeted on a body so will end when the body turns to dust.)
The spirit will also remain normal during the 5 minute suppression after removing Anti-Magic. During this time all spells which target spirits will work normally.
A spirit Resurrected during the 5 minute suppression will return to life normally and the spell which caused the undeath is removed.
If not Resurrected, after the 5 minute suppression the spell causing the Undeath is reinstated and the spirit will become the same undead again.
The Undead will return to full LP and all effects on the previous body are removed when the Undeath is reinstated.
Bone Lord
The magic animating the body is suppressed while under Anti-Magic and for 5 minutes after. The body becomes a non-magical pile of dust.
The spirit that was used for the spell will rise and act like a normal spirit while under Anti-Magic. (Note: Anti-Magic Shell is targeted on a body so will end when the body turns to dust.)
The spirit will also remain normal during the 5 minute suppression after removing Anti-Magic. During this time all spells which target spirits will work normally.
A spirit Resurrected during the 5 minute suppression will return to life normally but at the end of the 5 minute suppression will take the effect of the Rotting Flesh spell again. The Resurrection counts toward the creature’s total number of Resurrections.
If the creature dies while under the Rotting Flesh spell, the normal effects of the spell occur.
Lich
The magic animating the body is suppressed ONLY while under Anti-Magic. The body becomes a non-magical pile of dust.
The spirit that was used for the spell will rise and act like a normal spirit while under Anti-Magic. (Note: Anti-Magic Shell is targeted on a body so will end when the body turns to dust.)
When Anti-Magic is removed the Lich immediately reforms wherever it is. It does not need a Phylactery to reform in this instance.
While reforming, the Lich’s spirit is immune to the Resurrection spell.
After reforming from Anti-Magic, the Lich still has the General 5 minute suppression effects (i.e. No access to ME/SE, no Innate Magic, no magic Damage Type, etc.)
A Lich’s Phylactery is suppressed ONLY under Anti-Magic. During this time it is considered inactive and non-magical. An inactive Phylactery cannot be used to reform the Lich’s body. A Phylactery can be damaged and destroyed through mundane means while under Anti-Magic but will return to the normal destruction requirements upon the removal of Anti-Magic.
Elementals
Anti-Magic does not cause the Elemental to return to its home plane.
Control over the Elemental by the caster is removed permanently. The creature may act freely (and may choose to return to its plane of existence at any time).
The General Rule of: Magical Weapon Damage does not apply to Elementals. While under Anti-Magic an Elemental will swing for whatever the normal damage for that type is.
Fey
Anti-Magic does not cause the Fey to return to their home plane.
Fey take effect from Anti-Magic spells and effects.
Fey take 5 LP damage when first affected by Anti-Magic and then 5 LP damage per minute still within the effect.
Additional effects to specific Fey from Anti-Magic may be determined by Plot.
Theory Behind Effects on…
Items
Magic has been imbued into the item but require the flow of magic through the world to be able to activate. Without the magic within the air, words of magic cannot carry to the item to activate a scroll or magical item. Without the magic coursing through the body potions cannot be activated inside the body.
Infernals/Celestials
The magic to bring these other-worldly beings to Ariel is a single action and not a spell which is on-going. So when their magic is suppressed, Infernals/Celestials remain on the same plane. However, summoning spells grant control over the Infernal/Celestial. This control is active on the Infernal/Celestial similar to a Charm spell so it is removed by Anti-Magic.
Undead
Undead creation spells are magic which imbue a body with power, similar to the way items can be imbued with power to create Once Ever magical items. The magic infuses the body and animates it until such time as the body is damaged enough to no longer be considered a corpse or bones. Like all magical items, if the item is broken the effect no longer works.
Elementals
These are sentient creatures from another plane similar to Infernals/Celestials and so they act the same under Anti-Magic. However, Elementals have the ability to return themselves to their own planes through the conduits that link these elements to the world of Ariel. Elementals are physical embodiments of their element, as such the Damage Type that they swing is not magical by nature.
Fey
These are creatures powered almost solely by magical energy. This means that any magic directed at them merely merges with their own and flows out into the world’s cycle with no effect to the Fey. Do to their intense attunement to the flow of magical energy, being cut off from that cycle causes harm to their bodies as the magic that holds them together begins to fade.