Some souls pledge themselves to the gods; to their homes, or their values. But of all such people, there’s a certain sect that rejects the use of magic; whether divine or arcane. To them, the use of this magic is the bane to reality, and the source of all suffering, or the one force that can still oppose them.
Class Skills and Skill Ranks
An antimage adds Knowledge (arcana) and Perception to her list of class skills. Diplomacy and Knowledge (religion) are not class skills for an antimage. The antimage gains 4 + her Intelligence modifier skill ranks per level rather than 2 + her Intelligence modifier skill ranks per level.
This alters skills and class skills.
Proficiencies
An antimage is proficient with simple weapons as well as light armor and bucklers. In addition, if this is the character’s first level in any class, she may select a martial tradition of her choice.
Code of Conduct
An antimage’s code of conduct is often more personal than normal paladins. They may be considered to be part of a cult in some societies, or lone wolves with personal vendettas against the use of magic. Still, they share common strings of ethics that ties them together under one title. An antimage may be of any alignment.
An antimage is forbidden from learning or using spell effects from any source. They are forbidden from gaining any class levels in a class that grants the ability to create spell effects (such as the casting class feature, but not supernatural features), and from using any racial spell effects they possess.
Additionally, they are forbidden from wearing or using any magic item that does not have the disrupted special ability (detailed in the nullmagic power ability), although they are permitted to use magic potions in times of urgency or importance, under their own discretion.
Antimages are aware of the fact that a fight against magic without some use of magic is near impossible, and thus they are permitted to use consumable magic items or allow beneficial magic to be cast upon them during emergencies, but each such use will require the antimage to later on, within the next week, to spend an hour performing meditation and mental cleaning per magic item or magical effect to rid their body of residual magical energy.
An antimage is not forbidden from associating with magic users, but they must make constant efforts to convince those they care for that they must rid themselves of their magical powers, and seek to end any business relationships with magical associates they do not consider friends or immediately useful in their cause. Ultimately, an antimage vows themselves to destroy those who abuse magic for their own personal desires first before attempting to convince relatively harmless or even helpful magic casters to rid themselves of their magic.
Violating the code of conduct causes the antimage to lose access to all of her supernatural class features, and she may only redeem herself by locating another willing antimage, with who she performs a 1 hour ritual to rid herself of the magical taint she has (such as dispelling any permanent beneficial magical effects, retraining class levels in casting classes and similar), ending with the dismantling of magical items worth at least 2,500 gp. The antimage may shorten this time if she accomplishes a great deed that rids the world of a large source of magical power, such as slaying a god or burning an ancient magical library.
Note: For the purposes of this archetype, the term ‘spell effect’ refers to any sphere effect, sphere-like, spell or spell-like ability.
Combat Training
An antimage is considered a Proficient practitioner, gaining spheres and talents as appropriate. Antimages use Intelligence as their practitioner modifier. An antimage may choose to lose smite magic and aura of spellhunt to instead be considered an Expert practitioner.
This replaces spells and optionally smite evil or smite good, and aura of justice or aura of vengeance.
Spellvision (Su)
The antimage gains detect magic as a constant supernatural ability, as if always having concentrated for three rounds. This grants her an automatic Spellcraft check whenever she comes within 30 feet of a new magical source. The antimage always knows whether an aura comes from a specific item, place, or active spell effect.
At 2nd level, the antimage can spend a point of nullmagic to gain a +10 insight bonus to a single Spellcraft check made to identify a magic item’s properties.
Beginning at 5th level, the antimage can spend a move action to determine if a creature she can see is capable of casting or not; she can spend a point of nullmagic to identify the target’s caster level and the base spheres they possess.
Special: If the target casts spells rather than sphere effects, the antimage learns the highest level spell slot the target can cast, as well as what spell list they draw their spells from, or if they are innate racial spells (for example, arcanists, sorcerers and wizards draw from the wizard/sorcerer spell list; witches draw from the witch spell list, etc.). The antimage never learns the exact spells the target knows or has prepared, only the level of the highest spell they can cast.
This replaces detect evil or detect good.
Manavoid Mantle (Su)
The antimage herself has a repressed aura of magic. Harmless spell effects affecting her do not emit an aura. Additionally, all magic items she possesses with a caster level lower than her antimage level have their auras suppressed and cannot be detected. Any attempt to detect magical auras on the antimage reveals the presence of strong antimagic powers, as well as any nonharmless spell effects.
This replaces aura of good or aura of evil.
Smite Magic (Su)
Once per day, the antimage can bring swift retribution to those that would use magic. As a swift action (or as an immediate action by spending a point of nullmagic in response to a creature using a spell effect), the antimage chooses one creature she can see to smite. As long as the antimage has witnessed the target create a spell effect (not including through the use of magic items) within the last minute, the creature is successfully smote; if she has not, the smite is wasted with no effect.
While smite magic is in effect, the antimage adds her practitioner modifier (minimum +1) to attack rolls made as part of an attack action against the target, in addition to as a deflection bonus to her AC against attacks created as part of a spell effect that originate from the target of her smite. This bonus to AC increases by 1 at 8th level and every 6 levels thereafter.
Additionally, the antimage gains a bonus to all damage rolls made against the target equal to the target’s caster level, to a maximum bonus equal to half her antimage level (minimum 1).
The smite magic effect remains until the target of the smite is dead, or the next time the antimage rests and regains uses of this ability. At 4th level and every three levels thereafter, the antimage may smite magic one additional time per day.
This alters smite evil or smite good.
Protective Insight (Ex)
At 2nd level, the antimage adds her practitioner modifier (minimum +1) to all saving throws against spell effects. This bonus cannot exceed her antimage level. This alters divine grace or unholy resilience.
Nullmagic Power (Su)
At 2nd level, the antimage gains a pool of nullmagic points equal to her Intelligence modifier + 1/2 her antimage level (minimum 1) that refills once per day after 8 hours of rest. An antimage can spend points of nullmagic to fuel several of their class abilities, including the following abilities:
- Disrupt: The antimage can spend 1 point of nullmagic and 1 minute with an object she is touching to grant it the disrupted special ability. A disrupted object loses all magical properties while worn or held by anyone other than the antimage; such objects retain any magical properties it may possess while worn or held by the antimage. The disrupted special ability has a caster level equal to the antimage’s level. If a creature wears or holds a disrupted object and attempts to cast a spell effect, they must succeed a concentration check (DC 15 + the antimage’s level) or lose the spell. The disrupted ability can be removed from an item by spending 1 minute and a spell point (or a spell slot of 1st level or higher), and succeeding at a magic skill check (DC 11 + the antimage’s level). The disrupted special ability otherwise remains until the antimage is slain or she chooses to dismiss the effect as a free action and is within 30 feet of the disrupted object.
- Dispel: At 5th level, the antimage gains the Counterspell feat, even if she does not meet the prerequisites, and is treated as if she had the casting class feature when meeting the prerequisites for counterspell feats. The antimage uses her class level as her magic skill bonus, and spends points of null magic in place of spell points when she uses counterspell feats.
This replaces lay on hands and channel positive energy or touch of corruption and channel negative energy.
Nullshaping Techniques (Su)
Beginning at 3rd level, the antimage learns new methods and techniques on how to use her nullmagic pool. She may select one nullshaping technique from below. At 6th level and every 3 levels thereafter, she gains another nullshaping technique.
This replaces mercy or cruelty.
Counterspell (requires 6th level)
The antimage gains a counterspell feat that she qualifies for as a bonus feat. She may select this technique multiple times. The antimage must be at least 6th level to take this technique.
Cleanse (requires 9th level)
The antimage can use the Counterspell feat as a free action once per turn, as long as she only targets herself when using Counterspell this way.
Expanded Nullmagic
The antimage gains three additional points of nullmagic within her nullmagic pool. She may select this technique multiple times, and its effects stack.
Mageguard Training
The antimage gains the Disruptive feat as a bonus feat. At 9th level, she also gains the Spellbreaker feat as a bonus feat. She does not need to meet the prerequisites for these feats, and she treats her antimage level as a fighter level for the purposes of qualifying for feats with either of these as a prerequisite.
Nullmagic Glide (requires 6th level)
The antimage forges her nullmagic aura around herself, causing her to temporarily become an exception in the presence of most spell effects. As an immediate action as part of another action she takes that allows her to move, the antimage can spend a point of nullmagic to ignore all spell effects that would restrict her movement until she ends her movement. This includes difficult terrain, a stone wall created using the Creation sphere (as long as it is not instantaneous), a bubble of distorted time from the Time sphere, areas of darkness created using the Dark sphere, etc. The antimage must end her movement in an open space, otherwise she is shunted back to where she was before the movement. If the antimage ends her movement inside of a spell effect, she immediately suffers its effects, if any.
At 11th level, the antimage can spend an additional point of nullmagic when using this ability to be able to ignore effects that were created through magic even if they are instantaneous, such as the Create Materials Creation sphere advanced talent (but not materials that are otherwise non-magical and shaped with magic, such as the Forge Creation sphere talent).
Nullmagic Shell
The nullmagic reservoir that the antimage holds forms a physical protective layer over her body. The antimage can spend 1 point of nullmagic as a free action to gain DR/- and energy resistance to acid, cold, electricity, and fire damage equal to 1/2 her antimage level for 1 round. The damage reduction and resistances gained from this ability only function against magical or supernatural sources (such as an enchanted weapon or a magic effect that deals damage).
At 12th level, the antimage can spend an additional point of nullmagic when using this ability to increase the damage reduction and resistance to an amount equal to her antimage level, and increase the duration to 2 rounds.
Nullmagic Shutdown (requires 14th level)
The antimage can spend 2 points of nullmagic as a full-round action to form a protective anti-magic shell around herself for 1 round per 5 antimage levels she possesses.
While benefiting from this ability, the antimage cannot be targeted by any spell effect that targets creatures, in addition to suppressing the effects of any magic items (even if they are disrupted) or harmless spell effects that she is benefiting from, with any time passing still counting against their duration.
Pacified Disruption
The antimage may allow a number of allies equal to her practitioner modifier to use any items she has disrupted as if the antimage was wielding or holding it. She must select these allies each day after resting by spending 10 minutes imbuing them with a small amount of her nullmagic force.
Permit Assistance
Harnessing a more defined control over her spell resistance, the antimage gains the ability to allow small glimpses of magic to pass through and affect her. Whenever the antimage is targeted by a spell, she can voluntarily allow the spell to succeed its check to bypass her spell resistance without having to first lower it, requiring no roll to be made.
If the antimage is immune to magic, she can allow the magic to affect her normally, bypassing her own immunity.
Physical Training (requires 6th level)
The antimage trains her physical prowess, expanding her martial capabilities. The antimage gains two combat talents as bonus talents. The antimage can choose this nullshaping technique an additional time starting at 12th level.
Rites Against Conjurations (requires 6th level)
The antimage learns to defend herself against spellcasters who bind others to do their bidding. As a swift action, the antimage can spend 1 point of nullmagic to allow her manavoid mantle to ward against summoned creatures for a number of minutes equal to her level. For the duration, the manavoid mantle prevents contact by any type of summoned creature, causing any natural weapon attacks of summoned creatures to fail and the creatures to recoil if such attacks require touching the antimage.
If a summoned creature that possesses spell resistance attempts to attack the antimage, the antimage must attempt a magic skill check using her antimage level in place of her magic skill bonus against the spell resistance.
If the antimage fails to overcome the creature’s spell resistance, the creature can ignore the effects of this ability. If a summoned creature’s summoner is within line of sight of the antimage, they may attempt a magic skill check against the antimage’s magic skill defense, using their antimage level in place of their magic skill bonus, to ignore the effects of this ability for the purpose of any creatures they have summoned. Any individual creature is only allowed one attempt to bypass this ability; any further attempts automatically fail.
Bastion against Magic (Su)
At 3rd level, as long as the antimage has at least 1 point of nullmagic within her nullmagic pool, she gains spell resistance equal to 6 + her antimage level. Every time this spell resistance successfully negates a spell effect, she loses 1 point of nullmagic unless the effect originated from a creature who is affected by the antimage’s smite magic.
At 9th level and 14th level, this spell resistance increases by 5, to 11 + her antimage level at 9th level and to 16 + her antimage level at 14th level.
At 19th level, as long as the antimage has at least 1 point of nullmagic within her nullmagic pool, the antimage gains immunity to magic as if she possessed an infinite amount of spell resistance. Each time this immunity stops her from being affected by a spell effect, she loses 1 point of nullmagic unless the effect originated from a creature who is affected by the antimage’s smite magic. The antimage can suppress and resume this immunity as a free action.
This replaces aura of courage or aura of cowardice.
Aura of Spellhunt (Su)
At 11th level, an antimage can expend two uses of her smite magic ability to grant the ability to smite magic to all creatures within 10 feet, using her bonuses. Allies must use this smite magic ability by the start of the antimage’s next turn, and the bonuses only last for 1 minute. Using this ability is a free action, and creatures capable of casting spell effects gain no benefit from this ability.
This replaces aura of justice or aura of vengeance.
Invulnerable Shield against Magic (Su)
At 14th level, the antimage can spend 2 points of nullmagic as a standard action to relinquish her bastion against magic, losing any benefits from the class feature and allowing it to act as a globe of invulnerability with the exception that it excludes any sphere effect with a caster level equal to or lower than 10 (or all spells up to 5th level), and the globe’s area is a 10-foot radius sphere centered around the antimage (or a corner she occupies) that does not move from the area it was activated. This globe lasts for a number of rounds equal to her practitioner modifier (minimum 1), but can be dismissed as a swift action. As long as the globe remains active, the antimage loses the benefits of her bastion against magic ability.
At 18th level, this effect excludes all sphere effects with a caster level equal to or lower than 12 (or all spells up to 6th level).
At 20th level, no longer loses the benefits of her bastion against magic ability while benefiting from this ability. Additionally, there is no limit to the amount of globes that she can create, as long as she can pay its associated costs each time. Finally, she can center a globe anywhere within close range, rather than centered on her, although they are still affixed to the position they are created at.
This replaces aura of faith or aura of sin.
Apotheosis of Antimagic (Su)
At 20th level, the antimage becomes the ultimate stopping force for everything that is magical. The antimage can spend 2 points of nullmagic as a standard action to gain an antimagic aura centered on herself that moves as she does, that prevents the use of magic as per the Protection sphere Spell Ward talent and Antimagic Aura advanced talent, although it has no effect on items with the disrupted ability. If the antimage moves the field into a summoned creature, they are entitled a Reflex save (DC 20 + the antimage’s practitioner modifier) to instead be repelled to the edge of the aura at the end of the antimage’s movement. This antimagic aura can be dispelled normally, and has a magic skill defense equal to 11 + the antimage’s level.
The antimage has precise control of this antimagic field, and may adjust the radius as a free action once per round, shrinking it to as small as a 5-foot radius, or as large as a 30-foot radius. The antimage must spend 1 point of nullmagic each round as a free action to maintain the antimagic aura. This antimagic field can be dispelled using the Counterspell feat against a DC equal to 11 + the antimage’s level.
This replaces holy champion or unholy champion.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book









