/
Showing0entries
Sorted A-ZMechanics
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.