Voidmage

You contain within your being a spark of nothingness. Inside your soul is a magical void which sucks in the magic around you. You take advantage of the movement of magic into this void in order to be able to cast magic outwardly.

Understanding Nothingness

For you, the spell Antimagic Field and Ebryk's antimagic spells are added to the Sorcerer spell list.

Body and soul

Starting at 1st level, the void inside your soul begins to affect your flesh. You gain resistance to force damage. In addition, the colour of your body and anything you wear or wield becomes darker and muted, as the void inside you absorbs some of the light around you. All light in a 10ft radius centred on you appears 1 stage darker to everyone except you (bright light appears dim, dim light appears dark).

Magical dampening

Starting at 6th level, you gain a modicum of control over the void inside you. As a reaction, you may spend sorcery points to reduce the damage dealt by a spell that is either cast, targeted or passes within 30ft of you. For each sorcery point you spend, you reduce the damage dealt by 1d4 + your Charisma modifier. You must decide how many points to spend before rolling any damage reduction dice, you cannot decide to spend more dice after you have started rolling the damage reduction dice.

Leechmage

At 14th level, you become able to siphon some of the magic absorbed into your void. When you take damage from a spell, you recover 1 sorcery point for every 10 damage you receive, up to a maximum of your Charisma modifier.

Singularity

Beginning at 18th level, you are able to take full control of the void inside you for brief periods. As an action, you may manifest an antimagic field as a 30ft sphere centred on you, that follows you as you move and lasts for up to 1 minute. Maintaining the field does not require concentration, but you cannot concentrate on a spell while the field is active. The field dissipates if you are knocked unconscious, fall asleep or die. You can still cast cantrips as normal while this anti-magic field is active, but you may not cast spells of 1st level or higher and other spellcaster’s spells follow the normal rules of the spell Antimagic Field.

Any creatures, other than you, with spell slots that move into or start their turn in your antimagic field must roll a D10, then lose their highest available spell slot equal to or lower than the number rolled. On a 10, they lose their highest level slot and roll again.

Lower level antimagic spells

While deities have been able to reach into the weave and sever the flow of magic since time immemorial, the techniques that allow a wizard to cast the antimagic field spell did not just happen overnight. It took decades of development by a wizard whose name had been mysteriously lost to history.

Recently, however, his research journals have been rediscovered. The following spells chronicle the development of the antimagic field spell as a wizard spell.

Ebryk's Dampening Field

1st level spell

Casting time: 1 reaction

Range: self (10 foot sphere)

Components: S, M (a small pouch of ground obsidian)

Duration: 1 turn, concentration

Classes: Wizard

You create a magic dampening field within 10 feet of yourself. For any spells that target something within or originate within the field and deal damage, any damage dice that are rolled and land on the maximum value of that die must be rerolled. The 2nd value must be used, even if it is the maximum.

Ebryk's Disruptor Bolt

3rd level spell

Casting time: 1 action

Range: 30 feet

Components: V, M (a 1 inch shard of obsidian)

Duration: instantaneous

Classes: Wizard

You fire a bolt of antimagic at a target within range. If the target is concentrating on a spell or spell effect, they immediately make a concentration saving throw with a DC equal to 10 + your spell attack modifier.

Any magical effects affecting the target are suppressed until the start of the target's next turn.

When cast as a higher level spell, the DC increases by 1 for each level above 3rd.

Ebryk's Interference field

5th level spell

Casting time: 1 action

Range: self (10 foot sphere)

Components: V, M (a black pearl)

Duration: 1 minute, concentration

Classes: Wizard

You create a field of magic interference around yourself. Any spell attack targeting a creature inside of the field has disadvantage. Any magical based vision, such as scrying or truesight, sees only an opaque black sphere.

Any creature inside of the field making a concentration saving throw to maintain a spell other than Ebryk's Interference Field has disadvantage on the saving throw.

When cast with a higher level spell slot, the maximum duration of the spell increases by 1 minute and the radius of the sphere increases by 5 feet for each spell level above 5th.