Story Mechanics: Incremental Antimagic (PFRPG) PDF

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We've all been there some time in the past. The ancient, magic-sapping wasteland, the golem fabricated of nullstone... there are things in a campaign world that just HATE magic. Story Mechanics: Incremental Antimagic introduces a concentration-based system that is much more satisfying to players than a percent chance to lose a spell. What could be more satisfying about another way to lose spells? Simple - once tied to a check, character investment can mitigate the odds of failure! Different levels and consequences of antimagic are presented (hence incremental), as are ways to integrate this system into your home campaign by altering the CR of monsters and encounters containing the mechanic. To some extent, this work is already done for you. Presented in this little supplement is the nullstone golem, an example of monster creation with this mechanic as a central tenet.

This product includes:

  • 4 kinds of incremental antimagic
  • Chaotic - On a failed check, spells change form.
  • Delaying - On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself.
  • Eliminating - On a failed check, the spell fizzles. It sucks to be you.
  • Hindering - On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast.
  • Rules for adding incremental antimagic into your game.
  • The nullstone golem, a CR5 antimagic bruiser.

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Note: As of this writing, this product is free on the OBS store but not on the store.

I got this back when it cost money. It was a good purchase then, but it is great now that it is free. This supplement comes it at four pages, including the cover and OGL, leaving us with two pages of content. Aside from the cover, there is no visual artwork; just tightly-packed crunch.
Anti-magic fields can be difficult to handle well in the d20 system. Once an AMF turns on, magic jumps from being super powerful at everything to being completely nonfunctional. There is no middle ground. This supplement corrects the all-or-nothing nature of AMFs. There are three separate mechanics, each of which can adjust the power of magic in an area: Difficulty (to use a spell), Consequences, and Radius. Difficulty refers to a check required to overcome the effects of an AMF (the ‘traditional’ AMF in the game’s core rules has an infinite DC). Radius is self-explanatory. Consequences has four mechanics for altering the effects of magic: Chaotic magic, Delayed magic, Eliminated magic, and Hindered magic.
Afterwards, there is a sample golem which emits a Hindering anti-magic field.
Short Term Use: Incremental Antimagic can be added in to an encounter or monster statblock without much work, and can produce interesting encounters or traps. And, it’s free. 5/5
Long Term Use: The system presented is robust enough to handle a wide range of situations, while simple enough to use easily. It’s really short, but you can keep mixing these effects into encounters for as long as you are running the d20 system. For a free product, this is an easy 5/5.

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