Wizard
Base Class: Wizard

This unique form of energy allows the user to nullify other forms of magic. It can be used to defend against attack spells, breakthrough defensive spells, and nullify pre-placed magical afflictions, such as curses and traps.

Using it to its full potential requires specific tools, which are stored within a spellbook.

Anti Magic naturally opposes any mana and magic it comes into contact with, so only someone without any magic power can wield it.

However, its magic-nullifying properties have been added onto other types of magic through special circumstances.

 

Additionally, Anti Magic cannot be copied by imitation magic but can be duplicated by mirror magic.

Bonus Proficiencies

Beginning when you select this arcane tradition at the 2nd level, you gain proficiency with light armor, simple weapons, and martial weapons.

Magic Absorption

At the 2nd level, you have learned to take others' magic to enhance yourself against damage. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Black Hole

Starting at the 6th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

Superior Magic Absorption

Beginning at the 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Slayer of Mages

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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