Showing0entries
Sorted A-Z
Mechanics

Magical Effect

Anything produced by magic: spells, magic items, innate creature abilities, curses. The category used by [[compendium:spell:Antimagic Field]] and [[compendium:spell:Dispel Magic]].

A magical effect is anything produced by magic. It is the umbrella category used whenever a rule needs to ask, "is this magic?"

What counts as a magical effect:

  • Spells of any kind, ongoing or instantaneous
  • The effects of magic items (a flame tongue's fire, boots of speed's burst, a ring of protection's bonus)
  • Class features explicitly tagged as magical (a paladin's Lay on Hands, a monk's Ki at higher tiers, a sorcerer's Metamagic)
  • Innate magical abilities of creatures (a dragon's breath weapon, a fiend's hellfire, a fey's glamour)
  • Magical traps and hazards (a glyph of warding, an enchanted statue)
  • Curses and persistent enchantments

What does not count:

  • Mundane class features (a fighter's Action Surge, a rogue's Sneak Attack — these are skill, not magic)
  • Alchemical effects (alchemist's fire, acid flasks, poisons) — these are mundane chemistry by default
  • Psionics may or may not be magical depending on the DM's setting choice; the SRD defaults to treating them as magical

Why the category matters:

  • Antimagic Field suppresses all magical effects within it
  • Dispel Magic can end most magical effects of a level it can affect
  • Detect Magic reveals magical effects within range
  • Resistance or immunity to "damage from spells" or "magical effects" applies broadly
  • Many monster traits (a golem's Magic Immunity, an iron golem's resistance to nonmagical damage) key off this distinction

Curses: A Curse is a magical effect but is often not removable by Dispel Magic — it typically requires Remove Curse or a specific remedy.