A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
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. A slot 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 missile and charm person, 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 longsword, +1 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.
* - (a pinch of powdered iron or iron filings)
Wild Shape is explicitly described as magical ("magically assume the shape of a beast"), therefore it is a magical effect, therefore it would be suppressed.
A dragon's breath weapon is not described as such, is not caused by a spell or fueled by a spell slot, so it is not actually a magical effect, so it is not suppressed.
Since it is not explicitly described as magical, and it is not the result of a spell, and does not use spell slots, ki is not a magical effect, so would not be suppressed.
Since Bladesong is explicitly described as "elven magic", it is a magical effect and thus suppressed by the spell.
It's a team game. Considering the caster in isolation is not a sound analysis.
Is there an item that I could have the spell feed off of so that it can last indefinitely?
Thinking about this, in regards to the Beholder and its Antimagic cone. Two properties stand out to me...
Given those two notes, would an artifact-level magic weapon still function as such, or would it become mundane while in the cone?
Very specific question, mainly due to the aeorian nullifier. While concentrating on antimagic field, would the caster not be able to use counterspell as a reaction to an enemy spell? Obviously the spell would not affect the caster, but to prevent spell effects on allies.
I would judge counterspell as still being a spell, so you wouldn't be able to cast it.
- https://www.dndbeyond.com/sources/basic-rules/classes#Monk
Magically harnessing a magical energy to create magical effects sounds pretty magical to me.
Magical armour and clothing typically magically resizes itself to fit the wearer. If the wearer enters an antimagic field do these items return to their original size? I am assuming no, they just lose the ability to change size (alongside their other abilities) but imagine the fun you could have with this otherwise.
According to Jeremy Crawford Ki is not considered magic. Though in the description of the class the word magic is used, this is for fluff purpose.
https://twitter.com/JeremyECrawford/status/702205711011328000?ref_src=twsrc^tfw&ref_url=https://www.sageadvice.eu/2016/05/11/does-stunning-strike-is-not-a-magical-effect-for-magic-resistance/
He describes it as "background magic" in the same realm as a dragon's breath weapon(which also isn't stopped by an Anti Magic Field). See also the Sage Advice Compendium, look for the question: Is the breath of a Dragon magical?
It must be stated in the description of the ability if it is magical or not, which it doesn't at the monk ability discriptions.
I'm wondering how many of the Rune Knight's abilities are magical or not.
So... A cleric's divine strike... Would... It work in a AMF? What about a paladin's improved divine strike? Both do not use. Spell slot.