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"Well, at least all that arm-waving and arcane babbling you did was impressive."

The ability to completely negate magic or other supernatural effects. The power is not absorbed or reflected, it simply ceases to be when it comes within the radius of effect. This will usually be an extremely rare, nigh-unheard of, game-breaking power: the greatest of wards become undone with incredible ease, with unforeseen effects.

It can be Blessed with Suck if this means White Magic doesn't work on you either. No magical healing or protection in this case. If the world runs on Magic, this person may be a pariah, especially if it's a power that they can't control.

Groups of people who make use of this ability generally exist for the purpose of stopping magic-users; they may be an Anti-Magical Faction, Witch Hunters, Vampire Hunters (in the event that vampires use magic, which they usually do) or just regular old Mage Killers. Depending on how magic is viewed in the setting, they may be seen as heroes or villains. As this power isn't of much use where there is no magic, it counts as a subtrope of Meta Power.

For an item or ability that keeps the enemy from using their magical abilities for a period of time, see Power Nullifier. For stopping a specific spell while it's being cast with another spell, see Counterspell. For reversing the effects of magic, see Dispel Magic. Similarly, the Kryptonite-Proof Suit can be used to resist the Kryptonite Factor. Compare Walking Techbane, where someone has this effect on scientific technology. Contrast No-Sell, when characters can ignore (rather than nullify) the powers of others or their defenses. Mage Killers and Mage Hunting Monsters often weaponize this ability. Un Sorcerers often have this; in fact, that might be why their own powers don't work. Contrast Weak to Magic. See also Resistant to Magic.


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Inherent Traits:

    Anime & Manga 
  • Surprisingly averted in Antimagia. Antimagia is the name of the type of magic the main character uses.
  • In Basilisk, Iga-no-Oboro's ninja ability is the power to negate the abilities of another ninja she makes eye contact with.
  • Black Clover:
    • Asta lacks any magical powers. However, when he unlocks his grimoire, he gains two giant swords that have Absurd Cutting Power. The swords also have the ability to send magical attacks back at enemies, or straight-up dispel them through physical contact. That being said, while Asta's swords can cleave through even the strongest magic spells like they were nothing, Asta himself is not immune to magic, meaning a clever wizard can still overpower him. His anti-magic gets even stronger when he learns how to channel it through his whole body (which, since his anti-magic grimoire is possessed by a devil, also grants him the devil's physical abilities such as flight), and he gains a third anti-magic sword with the power to erase the effects of spells even after the spells are no longer active. Plus his speed combined with his skill at reading Ki is such that it's very hard to ambush him and slip a spell past his swords.
    • It turns out that the real source of Asta's anti-magic belongs to the devil within his grimoire named Liebe, who has it naturally. This isn't as nearly as awesome as it sounds, since he's a physical weakling with no fighting ability by devil standards and was abused by them until one literally threw him out of the underworld by accident since he was trying to throw him at the sealed gates and said anti-magic let him pass through.
  • In Bungo Stray Dogs, Osamu Dazai's No Longer Human prevents other Ability users from using their Ability as long as he's touching them.
  • In Campione!, a Campione cannot be affected by regular magic unless it is inserted directly into his body, like if he drinks enchanted tea or receives a Magic Kiss. They can be affected by the powers of other Campione and Gods.
  • A Certain Magical Index:
    • Touma has the "Imagine Breaker", a power in his right hand that can completely cancel out any esper or magic power it touches. The suck comes in the fact that it also cancels out his luck — turning him into a Cosmic Plaything — and leaves plenty of loopholes, like hitting any other part of his body or even cancelling out healing magic (though somewhat mitigated by a generous hospital and Healing Factor). Nobody in the city has ever heard of such a thing because the ruler of Academy City keeps the information about his power as top secret; Touma acquires a lightning-wielding Unknown Rival who is convinced that his ability to shrug off her attacks is a sign of some spectacular ability that he's holding back. Meanwhile, all the people in the magic side are well aware of him and are terrified of him. Additional "suck" comes in as this status doesn't stop people from wanting to use him, kill him, or both.
    • Even more suck comes from the fact that it cancels out only esper and magic powers — essentially anything that's not normal — and he has nothing else to back it up with aside from basic street-fighting skills. If someone decides to pull out a gun on him (and people have done just this), then he's just a normal defenseless teenager with no formal combat training. The only "positive" side-effect is that, according to some characters, it also negates the red string of fate, allowing him to become a Chick Magnet. Even THIS doesn't do him any favors because he has no idea about any of the girls, and considering their attitudes and the situations his Cosmic Plaything status pushes him into, he doesn't really look forward to meeting any of them.
    • On the other hand, it appears to tread into God's realm as even Angels are wary when confronted with it and are careful not to be touched by it. While not able to be negated entirely due to how they are comprised, it will remove them from this plane of existence temporarily.
  • Code:Breaker has Sakura Sakurakouji with implied Anti-Magic abilities. All Code Breakers' abilities have been shown to be ineffective against her, and she's even displayed the ability to cancel out the effects of those powers on others. Canceling out their power's effects may or may not require full body contact, since she seems to hug people every time she does it, causing her friends to name it her "rare power hug attack."
  • In the second season of Code Geass, Jeremiah Gottwald gets the Geass Canceller, the power to completely negate Geass. Not only is he immune from such effects, but he can create spheres with huge radii that strip anyone caught in the bubble of any Geass effects they're currently affected by. For Lelouch's Geass, it even resets the "once per person" counter, allowing the victim to be Geassed again. Which is handy for Lelouch when Jeremiah joins his side.
  • In Cross Ange, Norma (who are all female), are humans born without the ability to wield mana, and also destroy mana upon physical contact. Norma are persecuted and considered degenerates by mana wielding societies.
  • In Detatoko Princess the Magic Eraser erases all magic within its blast radius.
  • In Digimon Universe: App Monsters, Offmon is the Appmon that represents offline apps. One of his attacks, Shutdown Link, forcibly disconnects any device or program in its area of effect from the Internet, including other Appmon in the AR-Field. This shuts down any effects that they have on human technology and even disrupts some attacks that rely on signals like Sateramon's satellite-based Homing Lasers.
  • In Dorohedoro, due to how magic works in its setting, any person can become immune to magic as long as they're already affected by one. This is what happens to the main Character, Kaiman, whose head was turned into the head of a lizard. Combine this with the mysterious man inside his mouth and his knife mastery, and he's not only effectively immune to all forms of magic smoke, but also the most dangerous man a magic user can encounter in the Hole.
  • Fairy Tail:
    • Dragons were immune to all forms of magic, making them beings that humans had no hope of measuring up to — eventually, Irene Belserion had to create a form of magic capable of harming them, and even then she needed the help of a dragon to do so. That's how Dragon Slaying magic came to be.
    • Acnologia's attribute as a Dragon Slayer is magic. He was already impervious to most magic since becoming a dragon, but this revelation means that all magic, including the one that was specifically created to kill dragons, has minimal to no effect on him. If anything, it just makes him stronger.
    • Bloodman of Alvarez's Spriggan 12 is an Etherious whose body is made up of Magic Barrier Particles. While toxic for any human to be exposed to, they're particularly dangerous for mages since they weaken magic and are even more lethal as a result. This allows Bloodman to become a Walking Wasteland who causes his enemies to fall and die just from being in his presence.
  • Downplayed in Fist of the North Star: when Kenshiro first fights him, Thouzer appears to be completely immune to Hokuto Shinken techniques. In truth, Thouzer's vital points were inverted as a result of his dextrocardia (his heart being on the right side of his chest cavity instead of his left). Once Kenshiro realizes this, he is able to finally fight Thouzer on equal footing.
  • Gakuen Alice: Mikan, though it only works when she really needs it. Also Izumi Yukihara who turns out to be her father.
  • Chikahito from Gate 7 is described as "Not" and therefore "Everythings is cleared out" meaning that magic can't affect him directly but even so he can see Onis and can enter to the battle spaces. This serves to differentiate him as much as associate him to Hana who is "Not" as well
  • Giorno Giovanna of Jojos Bizarre Adventure Golden Wind gains this when he gets his new stand Gold Experience Requiem. Not only does it nullify any power used on him, but any action taken that could harm him directly or indirectly.
  • Kagerou Project: This is the power of the Wide-Open Eyes Snake, a.k.a. the snake that resides in Kenjirou (and later, Konoha). This is why, every time Kuroha shows up he is able to see straight through/shrug off all of the gang's powers.
  • In The Mage Will Master Magic Efficiently in His Second Life, the defensive spell, White Wall stops any magic used against it as long as its a Primary-level spell.
  • Magician's Academy: Suzuka has the ability to drain any magic out of the area around her, earning her the name of "The Midnight Blue Vampire". It doesn't work against weapons like Falce or Psychic Powers.
  • The hero of Mahoutsukai to Deshi no Futekisetsu na Kankei owns the sin of gluttony which absorbs all magic in the next environment.
  • In Modern Magic Made Simple: Souishiro is immune to any and all spell, because he was continuously fed enchanted food as a child making him progressively resistant to it. A method that was used to create Mage Killers in ancient times according to Gibaltes.
  • My Hero Academia: The homeroom teacher of Class 1A, Shota Aizawa, aka Eraser Head has the Quirk: Erasure, that gives him the ability to temporarily disable other people's Quriks by looking at them. However, the effect only lasts until he blinks, and he can't erase mutant type quirks that permanently change the body.
  • Negima!:
    • Negima! Magister Negi Magi:
      • Asuna's Magic Cancel ability. It is initially somewhat spotty and unpredictable, but she eventually gets control of this and can extend it as a field, punching out 100% unbreakable seals and dispelling giant falling pillars with a wave of her sword. Not to mention that in the past her power caused a Floating Continent to fall out of the sky, destroying one of the most powerful nations in the world in the process. At least one Big Bad is after her so he can use her Magic Cancel to erase the magic world from existence. Furthermore, it appears to be selective to a degree; while offensive magic directed at her is completely nullified, the physical-enhancement magic of a Pactio still works on her, and apparently healing spells can work on her as well.
      • Later on, Negi gets this power as well after forming a pactio with Princess Theo on top of All Your Powers Combined, although his is much more limited (he can only use it while holding the BFS, and even then, it only affects what is touching the BFS). Although the pactio is officially omitted after the fight with Rakan.
    • UQ Holder!: As a sequel to the above series, Touta Konoe also has the ability to completely nullify magic, just like Asuna. This is not a coincidence. Touta is a clone of both Negi and Asuna, so he inherits her ability to nullify magic.
  • One Piece has this in the form of Marshall D. Teach, aka Blackbeard, who ate the Yami Yami no Mi (Dark Dark Fruit), a Logia type Devil Fruit that grants him the power of darkness. It's noted as being strange for a Logia because transforming into its element makes the user even more vulnerable to physical attacks, since the nature of darkness is to absorb. However the major upside is that this fruit grants its user the ability to completely nullify the powers of other Devil Fruit users simply by touching them.
  • From Problem Children are Coming from Another World, aren't they?, we have Sakamaki Izayoi whose gift (powers granted by some powerful god/demon/star/whatever), in addition to granting Super-Strength allows him to shatter someone else's gift.
  • Radiant: The Miracle of General Torque "The Beast" allows him to destroy Fantasia including spells, feather tools and Nemesis by cutting them with his sword and prevents wounds from being healed with magic, he can attack with sword beams that have the same effect.
  • Rave Master:
    • This essentially the function of the Rune Save form of Haru's sword. It allows him to "cut what can not be cut", making it the ideal counter to magic users. The non-magical nature of the sword's BFS base form also works against magic.
    • Sieg Hart, the opponent Haru first used Rune Save against, is able to make use of the idea of fighting with a non-magical weapon when he's in a wizard duel against a powerful archmage. He breaks a stalemate between them by impaling the enemy with a plain, wooden staff.
    • Belnika's painful training ultimately fails to grant her Etherion, but it does give her the unique ability to instantly negate any magic in her presence that she chooses.
  • Talentless Nana: Nakajima Nanao has the specific Talent of nullifying other Talents, such as when he no-sells a stray fireball thrown by a classmate. It's however useless against getting pushed off a cliff.
  • Tsukuyomi: Moon Phase: Kohei passes through ghosts with complete obliviousness and breaks up magic without trying. This also protects him the controlling effects of the Kiss of the Vampire.
  • Bandit Keith's machine-type monsters were immune to magic in the Duelist Kingdom arc of Yu-Gi-Oh!.
  • YuYu Hakusho: Yomi has this capability (to a degree), as he is capable of putting up a barrier that shields him from all demon energy. However, in the ultimate tournament to decide the ruler of the demon world, Yusuke is able to get around this because as a half-human, half-demon hybrid, he can use spirit energy. In effect, then, Yomi has very specific Anti-Magic.

    Card Games 
  • Magic: The Gathering:
    • Shroud and Hexproof prevent a creature from being targeted by spells. Creatures with shroud can't be targeted at all, but creatures with hexproof can only be targeted by you. In both cases, they can still be affected by spells such as Wrath of God that hit everything.
    • In addition to the above, "Protection from X" prevents a creature from being targeted, damaged, or blocked by creatures and spells with attribute X. Again, this doesn't make them invincible, but it's very close.
    • The recurring "cannot be countered" ability, an Anti-Magic specifically tailored against Antimagic, because every strategy has a counter-strategy. It's particularly effective against...
    • Ward, a weaker form of Hexproof that counters opponents' spells and abilities targeting the warded creature unless a cost is paid.
  • Yu-Gi-Oh!: Several cards either prevent activation or can negate activation of effects:
    • The presence of Jinzo and/or his enhanced version, Jinzo-Lord, on the field renders all trap cards useless.
    • Spell Canceller does the same, but for spell cards.
    • Horus the Black Flame Dragon Lv 8 can negate any spell cards activation, barring a few exceptions.
    • Majesty's Fiend prevents any monster effects from activating, but doesn't stop continuous effects.
    • Destiny HERO Plasma negates the effects of every monster on the opponents side of the field.
    • The traps Imperial Order and Royal Decree negate the effects of all spells and traps on the field respectively.
    • The Ritual Heralds have this in spades, to the point where the Boss of the archetype, Herald of Ultimateness can negate virtually any action your opponent does. This also applies to cards like Naturia Exterio, Legendary Six Samurai — Shi En, and Shooting Quasar Dragon.
    • Some cards on the other hand don't necessarily negate effects, but rather are unaffected by certain effects. Notable cards include Apoqliphort Towers, Master Peace the True Dracoslaying King, Vennominaga the Deity of Poisonous Snakes and the Aria-Elegy combo for the Melodious archetype.

    Comic Books 
  • The DCU:
    • The Books of Magic: it is stated that Dr. Thirteen has this ability, which is why it is next to impossible to prove to him that magic exists, as it will disappear before he gets close enough to see it.
    • Chase: Cameron Chase was a DEO agent who could negate metahuman powers.
    • Hawkman: Nth metal has the ability to negate magical powers and hurt ethereal creatures.
    • Shadowpact: Lord Joshua Coldrake has the ability to outright negate any form of magic he enters contact within a rather wide radius. Unfortunately, he's been banished to a cold, barren landscape... because of certain incidents in his youth.
    • Superboy: In the New 52, the Ravagers are immune to telekinesis. Superboy can still fight them with telekinetically thrown objects. At one point, Superboy notes that only their organic bodies are protected from telekinesis and defeats a Ravager by ripping his surgical implants out of his body.
    • Wonder Woman: Wonder Woman can use the plant Moly as a defense against magic attacks, in large numbers the plant can also act as a Power Nullifier for magic users which is why the Amazons line Circe's cell with it in Wonder Woman (1987).
  • ElfQuest: Venka has this power. It makes her extremely useful in battle... against other elves, anyway.
  • Marvel Universe:
    • The Defenders: In Defenders, Doctor Strange uses the cantrips of the Onyx King, which temporarily negate both magic and technology. Anyone caught in the area can only use the power and skill of their own bodies until the effect expires.
    • Doctor Strange: In Vol. 4, the technology of the Empirikul, a religiously fanatical Anti-Magical Faction with a reach spanning numerous realities, is somehow able to erase magic wherever they invade.
    • Wundarr the Aquarian's "Null Field" not only negates magic, but also pretty much anything that could harm him, including electromagnetism, kinetic energy, etc. Bullets will lose their momentum and drop out of the air before they reach him, a super strength punch will end up as only a light tap, and a massive energy blast will fade into nothingness as soon as it gets close (much like the page image). He can even negate the force of gravity to walk on air, or gently drift down to the ground if he falls from a high place. If he wasn't a complete pacifist, he could potentially be extremely dangerous.
  • White Sand: terken creatures — such as kaiju Sandlings — have skin that nullifies Sand Mastery, rendering the animated sand inert on touch.

    Fairy Tales 
  • "Jorinde and Joringel": The Blood-Red Flower completely negates the witch's magic, undoes her spells and ultimately removes her powers permanently.

    Fan Works 
  • A common trope in "HiE"s (Human in Equestria, a popular kind of My Little Pony: Friendship Is Magic fanfic) is to have the human either be resistant or immune to, or actively nullify, magic.
    • In Arrow 18 Mission Logs, Randy is seemingly immune to a cockatrice's stare due to being non-magical himself, but because he has eaten some food in Equestria, trace amounts of magic entered his body, and solidified in response, causing him serious pain after the fact.
    • In ARTICLE 2, Major Shane T. Doran shows traits of this when he touches the quill Twilight Sparkle is levitating and the energy field she's using flickers. When he keeps his finger in contact with the quill, the spell is undone completely. The backstory of his medical internment, as explained by Celestia, confirms that magic works very peculiarly on him, always having unusual (and sometimes dangerous) side effects.
    • In Over The Edge And Through The Wood, it's noted that magic is a fundamental law of the universe, just like gravity... And Troy's touch destroys it completely. The revelation almost befuddles Twilight enough for her not to be able to save him from plummeting to his death when she witnesses it. Even pegasus magic isn't immune, since Rainbow Dash is completely helpless while holding him. It doesn't come without drawbacks, however: all magic that comes into contact with Troy hurts him in a way.examples
    • In The Last Human: A Tale of the Pre-Classical Era, the Human (and, it's implied, all his kind) are not only resistant to magic, they can completely nullify magic and enchantments with their presence.
    • In Misunderstandings, Peter is transported to Equestria, where he shown to seemingly absorb unicorn magic, and like Over the Edge can take away a Pegasus' flight abilities and an earth pony's strength. Pinkie Pie's own Reality Warper powers don't have any effect on him, and Discord's own chaos magic burns him and Peter. In response, his metabolism rises, making him much more agile, but also uses his energy up much faster, and his mind becomes much more erratic. In turns out he doesn't absorb magic, but rather has been sucking it to Earth, which means he'll be able to find a way home.
    • Inverted in The Memoirs of a Reality Jumper. Alex can't help but prostrate himself before Celestia and beg forgiveness for his "sins" because his lack of magic causes him to feel her divinity far more keenly than anyone else.
    • The Ash: Touching or casting a spell on the titular substance poisons the caster.
  • Anonymoose's Monster Girl Saga: Laven outright negates magic on contact, which (among other things) makes him immune to corruption by demonic energy. This may be due to his otherworldly nature, an explanation often used in similar stories for characters Trapped in Another World.
  • Between the Lines (MrQuestionMark): Touma's Imagine Breaker in his right hand, which nullifies magic and esper powers on contact.
  • Burning Black: The Dark Spires and smaller nullifier devices do this to any fairies in their area of effect. It's getting to the point where they even nullify mana. Their designers are immune, but surprisingly so are anti-fairies (though if the polarity is reversed, they can hurt anti-fairies but are useless against fairies). Extended exposure can kill a fairy, making them a major threat in Dimmsdale.
  • A Certain Unknown Level 0: Touma's Imagine Breaker in his right hand, which nullifies magic and esper powers on contact.
  • Child Born of Love: Demi-Witches have the distinct power to be immune to all other forms of magic, and also possess powers of their own. They are feared and dreaded among the witch community for this reason. However, they do not gain such power until they come of age and are practically human until this happens, so they are usually killed when they are young before they fully-develop.
  • The Clockwork Consequence: It's implied that the armor Applejack wears on her hind legs cancels out (or at least reflects) any magic it touches.
  • A Cold Calculus: Monica Kruczewski possesses a watered down version of canon!Jeremiah's Geass Canceller. It can reverse the effects of another Geass, but only temporarily and not completely. When she and Jeremiah interrogate a Geassed soldier, his memory of his actions are fuzzy and a failsafe stops him before he can reveal any details about the one who Geassed him.
  • The Dark Lords of Nerima: The Wyrmspawn in The Dark Lords Ascendant is essentially walking anti-magic: none of the Sailor Senshi's attacks so much as phase it, even those from Sailor Saturn, thus forcing her and Ryōga to find alternative means of fighting it.
  • Daylight Burning: Magic dampeners are small spheres that suppress and nullify magic cast in their vicinity. They build exponentially off of each other when nearby, allowing them to subdue even the most powerful beings. Historically, most were destroyed by fearful unicorns; Twilight speculates that the six currently in the government's possession are likely the only ones left in existence.
  • Dungeon Keeper Ami features this as one of the abilities Dark Gods (and presumably Light Gods) possess. They cannot be scryed in the normal manner, and their places of worship are similarly protected from foreign magic. However, should a spellcaster, or a keeper looking through the eyes of a minion, physically see the location in question, they are still capable of casting a spell there.
  • Elementals of Harmony: This is Dinky Doo's cutie mark talent, an it's not just spells either. Dinky's talent can cancel out any kind of magic, including erasing a pony's cutie mark. By the time she reaches adulthood, she is The Dreaded to unicorns everywhere.
  • Forward: There is a special type of psychic known as a "blank" that is immune to the effects of other psychics. The Hands of Blue are stated to be blanks, as is the character of John Garis. All of them are specialists in either containing or hunting down psychics.
  • Fusion Of Destinies has Samus and all her Chozo technology. Her body actively resists the effects of magic, with any spell used on her dissipating almost instantly, in the rare instance it even manages to work. Likewise, unlike normal Muggle technology, her gunship and other items function as normal at Hogwarts.
  • Guardians, Wizards, and Kung-Fu Fighters: It's established that the Ben Shui Chosen One can cancel out any and all chi magic in the area surrounding them.
  • In Helper Monkey Magic acts... Weird in regards to the main character. A potion that was only supposed to help him find his way back to Zecora's hut winds up mind-controlling him and doing a zombie walk until he gets back. Luna manages to go into his dream to explain all this. Even then she has trouble doing so.
  • In Holo-Chronicles, Sora Tokino's "Purity Trait" manifests as a defensive version of this. While its exact function is to purify negativity in the area, when applied to an attack that is backed by negative intent, said attack is effectively deleted. On-screen, she has shown the ability to nullify anything from simple Sword Beams to a friggin' meteorite, both courtesy of a fight with Suisei. The only way to bypass this ridiculous defense is to fight her with either positive intentions or no intent at all, as discovered by Roboco.
  • Xander apparently disrupts magic that he interacts with in I Am What I Am. Willow even notes that he has less magic than anyone else (the only thing keeping him from having no magic is that a soul is inherently magical). According to her, this is largely why his standing in the path of a spell she cast negated it. Oddly, being the most Muggle person in the world also makes him the best at making magical weapons (which is easier the less magic a person has).
  • In Imaginary Seas, Percy has a listed Magic Resistance of C, only allowing it to block weak spells with two verses or less. But his effective rank is significantly higher due to saving Hecate from being bound in eternal torment for rebelling against Olympus and granting her recognition and a cabin at Camp Half-Blood. It gets bumped up to A while he's standing in water, and elevated to EX after taking Moly.
  • In The Institute Saga, Kryptonians are immune to direct applications of X-gene powers. Indirect attacks can still affect them, though.
  • In Season 2 of the J-WITCH Series, Jade's shadow powers grow so powerful after the Veil is lowered that they can absorb and negate magical power sources, even Quintessence.
  • My Hero Playthrough version of Harley Quinn has a Quirk that neutralizes special powers on contact. Unlike Eraserhead in the same fic, her power explicitly works on non-Quirk abilities, like Izuku's Ki and Psionic powers.
  • In Out of the Corner of the Eye, it's established that as part of their otherworldly nature, the various Cthulhu Mythos entities are devoid of chi, and thus immune to chi magic. At one point, the Chans find themselves in the presence of Dagon and Hydra, and find that just being in proximity to such creatures is actually suppressing their magic.
  • Passion on Display: One of Kirishima's attackers has a Quirk that lets him deactivate another person's Quirk by touching them.
  • RainbowDoubleDash's Lunaverse: As, essentially, the physical manifestation of the breaking of the Element of Magic, "The Dark and Omnipotent Antithesis" can tear holes in the fabric of magic. She can either then let magic flood into them (causing them to become spells) or hold them open (creating "null pockets" within which magic is impossible).
  • Quantum Castaways: Twilight Sparkle has to deal with a giant insect that seems to have evolved to hunt unicorns. It has Aura Vision so she can't hide from it and, when she tries to create a forcefield to protect herself, it just walks through it.
  • A Teacher's Glory: Naruto develops a technique that does this... explosively. It temporarily burns out victims' ability to use chakra as well, which is useful to keep prisoners from escaping.
  • A Triangle in the Stars: Downplayed. Steven's shield and bubble inexplicably have this effect on Bill's and other demons' magic; even the demons themselves as they can't break out, much like the unicorn hair barrier. It's downplayed because some attacks are reflected, not ceased to be. It's even shown that thrown shields actually hurt Bill and waver his own shields, though how much of this is because Bill isn't at his full strength is unknown. Either way, Gabriel notices, tests it out in Chapter Twenty and takes full advantage of it in Chapter Twenty-Nine.

    Films — Live-Action 
  • In Hansel & Gretel: Witch Hunters, Hansel and Gretel cannot be directly affected by black magic. This is because their mother was a white witch.
  • This is the effect of the glass flower in Stardust on anyone that holds it, as the spells don't affect them. It proves vital in the final battle.

  • Blood Sword has Nebularon in the first book The Battlepits of Krarth. Nebularon is a demon-god of old Krarthian myth and he generates a zone of anti-magic making him immune to the Enchanter's magic and preventing the Dagger of Vislet from returning to its owner after being thrown. His antimagic will bite himself in the ass, if you toss the Dragonlord Gem at him. That gemstone is the volcanic, final flaming breath of the dragonlord Astarandel which has been encased in a spell, Nebularon's magic dispells the spell and he's roasted instantly in the breath.
  • Fighting Fantasy:
    • Magehunter have you assuming the titular character, a hunter of rogue mages, and you'll be given various magical trinkets and artifacts which can deflect magic spells cast upon you. Notably, your enchanted rope made from human hair, which can constrict mages and neutralize their magic powers.
    • Legend of Zagor grants you a variety of spells from the Amarillian Gromoire, one which is the Magic Barrier which neutralize any spells used against you. Hit by a Fire Spell, it dissolves into harmless smoke.
    • In the Sorcery! series, the Minimites are small sprites with an aura that prevents the use of magic at short range. It is quite problematic in the first book where one such creature, Jann, takes a liking to the protagonist and follows him around, refusing to leave even when asked to. Worst, the aura doesn't protect against hostile magic cast from outside it, only preventing spellcasting. Plus, spells in this gamebook are Cast from Hit Points, and you don't find out about the aura until the first try, costing you STAMINA, as the little twit never bothers to warn you.

  • The Bartimaeus Trilogy:
    • Kitty Jones is "Resilient" to magic, meaning that weaker magic fails to affect her and more powerful spells are less effective or wear off. Other Resilients have the ability to see through illusions or to sense when magic is present. Unfortunately, resilience can be overcome by very strong magic, as one of Kitty's resilient friends get killed by a strong demon.
    • Golems also cancel out the magic of demons they touch. This is explained as being because it's a creature of earth, while demons are creatures of air and fire. This does raise the question of why an entire system of magic, which effectively counters the dominant one, is never really used. Given what happens when someone tries to get creative with the standard Summon Magic (it's not good) and the fact that Magicians are more than happy to off the competition, it seems fairly likely that testing out alternate systems of magic is not very common in the setting.
  • Bazil Broketail:
    • One of Argonathi dragons' traits is their great resistance to magic, allowing them to No-Sell powerful spells that easily subdue humans. It also has its drawbacks, though — after Bazil drinks a healing potion meant to regrow the tip of his tail, it does not work quite as intended, regenerating at a bent angle, earning him his "broketail" nickname.
    • Trolls are nearly as resistant to magic too.
  • In The Belgariad and Malloreon, dragons (well, the dragon, as there's only one left) are immune to sorcery thanks to the tinkering of the God of Evil Torak. That said, the last dragon is not immune to all magic. In fact, the Orb of Aldur seems to be one of the few things that can really hurt it.
  • The Black Company series features The Chosen One whose power is magic nullification in a passive radius around her. This is big because the Big Bad and her Co-Dragons are all Sorcerous Overlords, so losing their magic gives everyone else a fighting chance against them. Interestingly, just like regular magic it can be nullified by someone who knows the user's true name, but we never get any real elaboration on its exact nature.
  • Bruce Coville's Book of... Magic: The protagonist in Questing Magic negates magic, including being able to see through glamours. This turns out to be useful when he's needed to break a spell keeping King Arthur away from the stone where Excalibur is stuck (fortunately, Merlin is able to use a time machine, which is science instead of magic, to get him there).
  • In The Circle Opens' Magic Steps, "unmagic" soaks up all kinds of regular magic like a cleaning agent, and can also be used for invisibility and intangibility. Experiencing it from a mage's point of view is literally nightmare-inducing. It also eats the user.
  • In The Cosmere at large (the connected universe of Brandon Sanderson), aluminum is the main anti-magic element. How exactly it interacts with the wide range of magic systems varies, but on a broad level it can be counted on to block or ignore pretty much any magical effect. Word of God has indicated or confirmed a lot of the information about it.
    • In The Emperor's Soul, which takes place on the same planet as Elantris, aluminum appears under the name Ralkahest, and is noted for being immune to Forgery.
      • Also on Sel, Dilaf is completely immune to AonDor as a result of being the leader of the Dakhor monks (by the same token, he's also something of an Implacable Man). Also overlaps with the "spells" type, as he can destroy Aons even if they aren't actually affecting him, though this takes deliberate action.
    • In Mistborn, aluminum is Allomantically inert and can't be Pushed or Pulled as other metals can. Wearing an aluminum foil hat (or just one lined with aluminum) protects one against Allomantic Emotion Control. In a world where these powers are very prevalent, and the technology to easily produce aluminum does not yet exist, it is remarkably valuable. By the time of the Wax and Wayne books wealthy people have started lining their hats with Aluminum foil to protect themselves from emotional Allomancy, and certain aluminum alloys are used to create firearms and ammunition that can't be deflected with Allomantic metal control. Interestingly, aluminum can be used in the Metallic Arts, and even has an Anti-Magic effect when Allomantically burned: it erases the Allomancer's metal supplies. Mistings who can only burn aluminum are called gnats for having a power which does nothing on it's own, although Word of God indicates that it can also cleanse the body of other magical effects, which could be useful. Chromium has the same effect on anyone the user is touching, which is obviously much more useful. An aluminium spike used hemalurgically, meanwhile, will take a person's powers away from them for good.
    • In The Stormlight Archive, Aluminum is at one point used to use a Soulcaster to produce food without being detected by the Voidbringers besieging the city. It is also able to block the communication abilities of spanreeds, which normally allow long-range communication between conjoined fabrials, effectively making a Magitek phone system. Once this is noticed, the artifabrians start experimenting with aluminum and find ways to make it selectively nullify certain movements, which eventually leads to the creation of the first crude Magitek airships. Aluminum can also apparently block the magical elements of a Shardblade, which can otherwise cut any inorganic material (and kill anything organic). However Shardblades are still swords, so it will take more than aluminum foil to block one. The Fused also specifically refer to aluminum as Ralkahest, and aluminum panels were used to prevent the Fused from infiltrating the tower-city of Urithiru.
      • Also in Stormlight, there are creatures called Larkins, which are tiny dragon-insect hybrid creatures which can drain Stormlight from a Radiant, rendering them powerless. They can also drain the Voidlight from a Fused. They've largely died out by the time of the novels, so not they're quite rare and little is known about them.
    • In Warbreaker, Nightblood is kept in a aluminum sheath which keeps it from constantly draining the life of everything around it.
  • From Counselors and Kings, the Jordaini are a specialized caste of humans in The Magocracy Halruaa who are bred to be impervious to magic. They're trained to act as counselors to the wizard-lords, who appreciate having an adviser that a rival wizard cannot subvert.
  • Cradle Series: Pure madra, the type everyone is born with, disrupts other madra and is also great for working with soulsmith constructs. There are two major problems with it: There is no such thing as pure aura (meaning you can't cycle aura to restore your madra, you have to wait for your body to replenish it naturally), and pure madra can only affect madra. It has no effect on, say, someone throwing a rock at you. The vast majority of people outgrow pure madra shortly after they learn to walk, as they choose a Path with different types of madra and cycle those, which changes the composition of their cores. Lindon, since he was denied the right to study his family Path, kept pure madra much longer than normal. Once he split his core in two, he kept one pure when he used the other one to walk the Blackflame Path. Eithan also uses pure madra.
  • Pretty much the core mechanic of The Darksword Trilogy, though it can be argued that the protagonist has the additional magical power to render opponents that know full well he's magic immune stupid enough to attack him directly anyway, instead of just setting a fire around him that kills him with smoke, etc. That particular problem is likely a side-effect of the mindset which renders the very concept of tool use an abomination of thought. Any indirect manipulation, whether through your body or magic, is considered necromancy — transfusing your Life (life, magic, and good are synonyms in this language) through something else to make it act as if it were alive.
  • The Dragon Egg Princess: Jiho Park and his family have the innate ability to nullify magic from other beings.
  • Mina from Dragonlance is immune to magic as long as she is unaware that magic is being cast upon her. This is because she's an Amnesiac God who thinks she's a mortal. Her belief in her mortality is strong enough that spells that would otherwise have no effect on gods will work on her if she realizes she's been targeted by them.
  • The Dresden Files:
    • In the novel Blood Rites, Lord Raith is completely immune to direct magical attack thanks to a pact with He Who Walks Behind. Fortunately for our heroes, he is not immune to bullets, beatings, or repeatedly getting hit with telekinetically-controlled keys.
    • Outsiders are known for being nearly perfectly anti-magic, where the power of the strongest wizards throughout history barely sticks to any of them. Harry has the unusual ability to make his magic stick to them, and has defeated two Outsider champions, the Walkers. It's speculated that the circumstances of his birth, including Halloween's relation to Mantles and his own "Starborn" Mantle, give him this ability.
  • Dune:
    • In God-Emperor of Dune, Siona Atreides and all who carry her genes nullify prescience, allowing them to hide in The Scattering. Their version is a weaker version of Paul's original power, which is to be able to consider so many different courses of action at once using his prescience that it creates a cloud of futures too diverse for anyone else to parse, essentially eliminating any other prophet's powers related to any of his past, present, or future decisions and indirectly rendering half the galactic empire essentially a null zone for any prediction but navigation.
    • A microcosm of what Leto II was trying to avoid for humanity plays out in Chapterhouse: Dune. The Honored Matres are going around exterminating any worlds with Bene Gesserit presence, they have suborned the Spacing Guild and are using Navigators to find targets. Chapterhouse survives solely because it is invisible, surrounded by no-ships and only those with the Siona gene walk freely around the planet.
  • One of the inborn powers of Fire Witches in the Enchanted Forest Chronicles is a near-total immunity to others' magic, though they tend to be powerful spellcasters themselves.
  • Katie Chandler in Enchanted, Inc. and its sequels.
  • The Everything Box: Coop was born with a unique immunity to magic — spells discharge against him harmlessly and hexgun bolts pass through him as though he wasn't there. He exploits this to burgle the homes of the rich and powerful, whose Protective Charms and magical Booby Traps can't touch him at all.
  • Fengshen Yanyi:
    • Early in the novel, Jiang Ziya has just "killed" the human form of the Jade Pipa Spirit and holds her by the arm to prevent her from escaping into a new form the moment he releases his grasp. When he has to demonstrate the validity of his claims, he applies paper talismans to her chest and back to nullify her shapeshifting magic for a while.
    • Taoist Immortal Xiao Sheng possess the Luobaojinjia (lit. the Fallen Treasure Gold Coin), a magic treasure resembling a large coin with wings: when he toss the coin in the air, any other Fabao (magic item) used against him suddenly becomes powerless and drops to the ground, as implied by the name. It works exclusively with magic items, as seen when Zhao Gongming throws his weapon at Xiao Sheng and, being not magical, isn't affected by the coin and kills him.
    • Fearing Yang Jian's 72 Transformations, Gao Culiang advises her husband Zhang Kui and tells him to smear Yang Jian with a disgusting concoction made from black rooster blood, black dog blood, human feces and urine. It would have worked, had Yang Jian not used magic to avoid being smeared with the potion in the first place.
    • During the battle with the Gao Brothers, Jiang Ziya orders Wu Hei to use the same blood and feces potion described before to smear the two brothers and block their magic.
  • Forest Kingdom: Used to a person's benefit and their enemy's downfall more than once.
    • In book 2 (Blood and Honor), the knight Gawaine owns a magical axe made by the High Warlock. One of its powers is that its blade cancels out any offensive magic in his vicinity.
    • In the spinoff series Hawk & Fisher, Hawk owns the same type of axe, also given to him by the High Warlock.
    • In Hawk & Fisher book 1, Councillor William Blackstone wears an amulet that disables magic within a limited area around him. The killer makes use of this to slip him a glass of poison, transmuted into wine, that reverts to its true form when in range of the amulet, but turns back into normal wine outside of its range.
    • In Hawk & Fisher book 3 (The God Killer), Fisher carries a suppressor stone with this ability, which is used to de-animate a renegade homunculus (an artificial construct held together by magic).
  • Harry Potter:
    • Many magical creatures, most notably dragons, acromantulas, and giants including half-giants like Hagrid, are strongly resistant to magic. This makes enchanted items fail to work on them, and causes most spells to literally bounce off them. Though this can be subverted if multiple casters conjure spells on them at once. Others can be defeated by certain specific types of magic (Viktor Krum defeats a dragon in one hit by putting a curse on its eyes). And even simple spells can sometimes be effective if they're used indirectly to cause a physical object to hit the magical creature (11-year-old Ron Weasley knocks out a huge mountain troll by levitating its own club over its head and then dropping it).
    • Amusingly enough, J. K. Rowling has stated that Vernon Dursley's genes as having this affect as well, not to say the man himself is immune to magic. However, she has gone on the record saying that she considered having Dudley at the Hogwarts platform dropping off a magic child in the last book, "But no magic would have made it past Vernon's Genes."
  • Orem, in Hart's Hope by Orson Scott Card, is a "Sink"; he gets the full Blessed with Suck implications (Power Incontinence, et cetera) until he's properly trained in it, but afterwards he's able to negate the Big Bad's entire power-up ritual by duplicating it as she goes along.
  • Madison Moss of The Heir Chronicles doesn't negate magic so much as absorb it; any wizard who tries a charm on her is likely to wind up flat on his back while she sucks the magic right out of him. Individuals with this ability are referred to as Elicitors, but only Madison is shown to posses it until her sister comes under attack.
  • Inkmistress:
    • Nismae has iron cuffs that stop magic from affecting her.
    • Asra later gets a cloak which stops the Sight from being used on her.
  • Ixia and Sitia:
    • In Poison Study by Maria V Snyder, Valek is naturally immune to magic. Spells directed at him will slide away and attach to the nearest object, such as his sword. As magic is illegal and it's Valek's job to kill all magic users, his ability gets a fair amount of use. Later Valek learns that he wasn't born special, but is a magic user just like anyone else. However, his hatred of magic is so strong that his own magic nullifies everyone else's.
    • Then, in Spy Glass, Opal gains the same ability by absorbing a Null Shield, and finds out that in the presence of large amounts of magic, this ability makes it almost impossible to move.
  • La Fuerza Series: Lea Cornell is immune to naturally-occuring superpowers.
  • In Les Enfants de Prométhée, Olympe starts to suspect there is something wrong with the New Cities when she finds out that the Academy she works at has been keeping secret the existence of Cancellers: Pillars with the ability to prevent other Pillars from using their Psychic and Elemental Powers. Since entire cities rely on the Pillars' abilities to work, Cancellers are raised underground and forbidden from ever going out. One day, one of them suffers Power Incontinence. Things go downhill from there.
  • The Kreelix of the The Lost Years of Merlin series have an ability called Negatus Mysterium—anything made of magic is instantly absorbed. Aylah—being made of magic herself—even says that if she so much as breathes on a kreelix's fangs, she would vanish and die instantly.
  • In The Machineries of Empire, the way Jedao's connected to Cheris' mind makes him a meat shield for any exotic effects - what would normally hit her strikes him instead, leaving her immune.
  • In Masques, the young king is immune to magic. He can see through illusions, is not affected by Charm Person, and when a dragon breathes magical fire at him, he is unharmed... except that his clothes were not so magic-resistant. It's hilarious... at least for the people watching. The dragon tells him this was a gift bestowed on his ancestors by the dragons.
  • In Naím y el mago fugitivo (Naím and the Runaway Magician), by Argentine author Sebastián Lalaurette, there are magicians (called Rumotim) and antimagicians who can nullify all magic in a given radius with center on them. Magic in Belisla is a Magitek: magicians have to extract it from nature before they can use it, and every spell requires a certain quantity of magic. But when Rumotim Ramiro Grimor discovers a way to make magic grow, allowing every magician to dispose of virtually unlimited quantities of it, antimagicians suddenly become more important than magicians: they are the only way to control magic and stop all the world to collapse under the influence of warring spells.
  • In Pale, this is the ability of Sharon Griggs. She has been repeatedly exposed to evidence of magic but constantly and firmly disbelieved in it, rejecting evidence and coming up with explanations with such fervor that the universe accepts her conviction and shatters magical effects, turns magical creatures into odd-looking humans, and protects her from noticing inconsistencies. She's also completely unaware that she has been subtly directed by the Collector practitioner Lawrence Bristow, who is able to ensnare her in invisible bureacratic workings (he offers her reduced rent as an apartment complex he owns) to direct her towards his enemies and tear through any defenses they may have set up.
  • In The Pillars of Reality, all humans are technically "immune" to magic. It's only a very limited protection, however, since the effects of magic aimed elsewhere can still be transmitted to people (for example, heating the air next to a person to burn them).
  • Kern Desanea, the protagonist of the Forgotten Realms novel Pool of Twilight, is "unmagic" because his wizard mother was forced to engage in heavy magical combat while pregnant with him (in the previous book, in fact). The trait isn't applied very consistently — Kern is barely enough in control of it to let a magical healing salve work on him at least somewhat with considerable effort, yet at other times magic seemingly effortlessly affects him as needed by the plot anyway —, and is in fact handwaved as potentially unreliable when it's first explained, but it's nonetheless relevant to the story and an occasional lifesaver.
  • Tilja, the main character of Peter Dickinson's The Ropemaker, has this power... anti-power... whatever you want to call it. At first she's disappointed that she didn't inherit the family magic, but this ability turns out to be much more useful to her.
  • In Shadow Ops, one of the things all Talented can do is "suppress" the Talent of another. It simply involves hurling your power at the other, and the most powerful won't be able to use magic. Most SOC Talents of questionable training or loyalty have a "Suppression Lance", a group of powerful but untrained Talents, assigned to them to restrain the Talent should they go rogue.
  • In Sky Emblem, almost everyone has one of a fairly standard set of magical talents. The exception are exiles, who not only have no magic but also erase any magical effect they come into contact with. Society deals with them by exiling them from all towns and cities, since in their magic-heavy society they are dangerous Walking Techbanes with no marketable powers. Most of the book is one long revelation of how criminally underused they are — as soldiers they can breach even the strongest Deflector Shields, they're the only people who can stand up to blood mages (in fact, they're the reason blood magic is a Secret Art now), and they actually supercharge the magic of dragons by erasing the age-related degeneration that affects their natural magic fields.
  • In The Spirit Thief, most magic is performed by manipulating spirits, leaving a few loopholes to exploit.
    • Demons eat spirits, meaning that attacking them only makes then stronger.
    • Sparrow is invisible to spirits, so unless he's hit by a stray blast, he's pretty much safe.
  • In Spoonbenders, on top of psychic research, Destin Small's team invented a micro-lepton gun, a device that can alter a person's torsion field and neutralizes a psychic's powers. Though it's later revealed that the gun doesn't do anything. It just makes psychics think it can take away their power and therefor it does.
  • Star Wars Legends:
    • The Thrawn Trilogy introduces the ysalamiri, a non-sapient species of furry reptiles, with the unique ability to suppress the Force in their personal areas. This ability evolved naturally in conjunction with a local predator species, vornskrs, who evolved with the ability to use the Force for hunting. Thrawn is the first to (re)discover their ability, and puts them to various uses. He keeps one on his person, to protect him from Force attacks. He also uses them to speed-grow clones, since the presence of the Force will warp a mind that ages twenty years in a few weeks. While an ysalamiri might keep a person carrying it safe from direct Force use, it won't protect him or her from a Force-user picking up a huge rock and throwing it from a distance, as, by the time the rock reaches him or her, it's powered by pure physics.
    • In the New Jedi Order series, the Yuuzhan Vong exist outside the Force thanks to a punishment inflicted on them by their homeworld's Genius Loci for becoming too aggressive and warlike; as such, they're completely impervious to being sensed or affected mentally by Force-users, and physical powers like lightning or telekinesis are less effective. However, it's possible for a Jedi who has been directly affected by the Vong's Organic Technology (such as Jacen and Anakin Solo or Tahiri Veila) to develop "Vongsense", a Force-like ability that lets them detect Vong, albeit somewhat imprecisely.
    • In Darth Maul: Shadowhunter we have the Taozin, a supposedly extinct giant centipede like creature that lives in the lower levels of Coruscant, its transparent flesh makes it not only immune to the force and invisible to basic scanners, it is also near immune to lightsaber attacks.
  • The monster Wandergheist from Super Minion nullifies not only super powers near it, but also a lot of technology. It doesn't nullify mutant powers, but the creature is also extremely deadly in a fight.
  • Dean Blaine, a.k.a. "Zero" from Super Powereds. He projects a field over a controllable area, in which no other powers work. Fortunately, he can tone it down to only stop his own body from being affected, or even allow that, as the situation warrants.
  • The "pristinely ungifted" of the Sword of Truth series are not only unaffected by additive magic and some subtractive magic, but magic doesn't exist to them or they to it. A blind sorceress who sees with her magic can't see them, and they can't interact with the magic necessary to keep their world functioning. The same lack of interaction makes them partially Immune to Fate, though prophecies can touch on them circumspectly. No matter what, the children of any of these pristinely ungifted will have this trait. They, like almost everything else in the series, were the result of a wizard experimenting in the great war three thousand years previously.
  • Tree of Aeons: One of the demonic worlds that Aeon encounters has sunlight that includes a mana-disrupting particle. Only very powerful individuals can endure it, and the demons themselves live underground during the day, since they rely on mana and wouldn't be able to survive. Unfortunately, they've also absorbed some of the anti-magic property by osmosis, so they can only be fought with non-magical skills...
  • Bella from The Twilight Saga is immune to many vampire powers; she's the only person whose mind Edward can't read at all. Later on, she gets a power upgrade that allows her to project this immunity unto others as well.
  • The Twisted Ones: Hickory has this by virtue of being utterly normal — it only grows in the human world, so people touching it are "grounded" and resistant to the influence of the other world. Mouse is immediately freed from the other world's Emotion Control when she pokes herself with a hickory twig.
  • The main protagonists of Philip K. Dick's Ubik all work for a "prudence organization" which employs their Anti-Psychic abilities to protect the privacy of their customers from psychics.
  • In the Kane Series story "Undertow" young barbarian Dragar has a Cool Sword that he calls Wizard's Bane. It was forged of "star metal and can negate magic — it glows blue when it encounters a demonic creature, which flees instead of confronting Dragar. Unfortunately for the owner, anti-magic does not help against a superior swordsman.
  • Wraith in Holly Lisle's novel Vincalis the Agitator is completely unaffected by all magic in a world where magic is pervasive and advanced. He is also forced to major in Theoretical Magic so that his inability to cast spells doesn't get noticed.
  • Male Hradani in The War Gods can do this when they summon the rage due to their inherent link to the magic field. Based on the descriptions this seems to be a combination of two different effects, first the Hradani builds a magical shield around himself which renders him immune to Mind Control and resistant to other magical attacks. Secondly since he's basically using Wild Magic to do this it distorts the magic field in his vicinity making it extremely difficult for nearby wizards to manage the fine control necessary to use magic at all.
  • Warhammer 40,000 novels:
    • Ferik Jurgen from the Ciaphas Cain novels is a Blank. His status as a blank cancels all warp-based phenomena in the area in which other people can smell his (admittedly spectacular) body odor (sometimes it resumes when he gets out of range). This is the reason why his superior Ciaphas Cain managed to live long enough to become a Hero of the Imperium. Jurgen's power even counters the fear power of Necron Pariahs, which may not be entirely logical since theirs is presumably of the same sort as his power, not the kind of "positive" Warp power that is countered by it. At that point, it's like he's got anti-anti-magic.
    • Eisenhorn books display Alizebeth Bequin discovering her limits as a blank.
    • So does Wystan Frauka from Ravenor. He gets burned out and possessed by a powerful psyker.
    • An Omega-Minus embryo turns up in Atlas Infernal. The effect on psychic individuals is somewhat horrifying. When we first see it, it kills Grey Knights dead. Immediately. It then manages to outright destroy a powerful Thousand Sons Sorcerer AND give Azhek Ahriaman (one of the most powerful psykers in the galaxy) a physic fit from sectors away.
    • Spear, a Black Pariah from the novel Nemesis is probably down there. Though he comes across are more of a unique entity.
    • The Thousand Sons trilogy has Seraphs, blank arco-flagellants that the Inquisition uses as bodyguards. Their mere presence affects Ahriman like a Brown Note and disrupts his sorcery. In Ahriman: Sorcerer, a group of more conventional blanks guards the Athenaeum of Kallimakus.
  • The Wheel of Time: Gholam, protean horrors designed by the villains as Mage Killers, are immune to the One Power — it just melts away when it gets close — and throwing rocks at one is not a viable strategy (their physical form is amorphous, such that they can slip through even the tiniest cracks). Interestingly the only weapon proven effective against them so far is hitting them with Matrim Cauthon's foxhead medallion, which is also a version of this trope, meaning that gholam are likely magical themselves. Also, this trope affects it in other aspects. Namely, unlike the Darkspawn, it can cross a magic portal.This last proves to be its undoing, as it's herded by imitation foxhead medallions into a Skimming portal. Not knowledgeable of the technique needed to traverse the void within, it becomes lost inside with no way to escape.
  • In E. D. Baker's The Wide-Awake Princess, Annie is immune to magic. Be Careful What You Wish For. (Though sometimes she reflects spells — sometimes she doesn't.)
  • The Xanth books have at least three distinct examples of this trope:
    • The Magician Bink's talent is that he cannot be harmed by magic, directly or indirectly. Bink's ability cancels out Fridge Logic to a frightening extent. It keeps itself secret, through increasingly unlikely coincidence if necessary, just so no one can think up a way around it; he's widely regarded as being talentless. It's even defended him, indirectly, against the Demon whose ambient magic created Xanth in the first place.
    • The Magician Grey Murphy's talent is to suppress magic directly. At first, this ability presents automatically. All magic around him ceases to function and so when he is first introduced to Xanth, a land of magic, he refuses to acknowledge that magic exists because he sees no evidence of it around him.note  Later he and his companions deduce that he is the source of a field of magic suppression and that he can control it to actively suppress magic (or not) at will. Later he learns he can cause a rebound effect by temporarily suppressing magic and then releasing it, making it more powerful than it was before.
    • Arnolde the Centaur's magical talent is creating an area where magic works, which is useless in Xanth but allows magic to work in Mundania — unless he holds a stick of reverse-wood, which reverses his talent to create an area where magic is suppressed. Unlike Grey, he can't turn it on and off (except by dropping the chunk of reverse-wood).
  • In Year of the Griffin by Diana Wynne Jones, the sequel to Dark Lord of Derkholm, this is subverted: A powerful mage is attacked by magically-immune griffins. Her solution? Cast spells that affect the area directly AROUND them rather than hitting them directly, such as hitting them with blasts of super-heated air.
  • In The Zombie Knight, very old reaper servants begin to project "soul pressure", which prevents weaker abilities from being used in their personal space at all. Objects won't materialize, destruction or alteration beams won't progress or lose their power, etc. It's possible to attack such a servant by launching or dropping things from outside their pressure radius, but honestly if you weren't strong enough to defeat their soul pressure you probably won't be able to defeat their resilience either.

    Live-Action TV 
  • Buffy the Vampire Slayer:
    • Adam, the Season 4 Big Bad, is unaffected by reality-altering spells. The universe itself may change, but he won't. The exact mechanics of this aren't really explained beyond Adam commenting that he is "more aware of himself" than any other being.
    • Vampires are immune to telepathy, but oddly not empaths.
  • Audrey Parker from Haven seems to negate the "Troubles" of other people, or at least make her somewhat immune to them. For example, Nathan is completely numb, but can feel her. She was able to notice a "Groundhog Day" Loop.
  • Legend of the Seeker: Jenssen is completely immune to any kind of magic, but can't use any either.
  • The magic dust from The Great Divide in Once Upon a Time in Wonderland.
  • Motherland: Fort Salem: In Season 3, the Camarilla are equipped with armor that can stop offensive spells and scanners which detect witches even when invisible, making their troops formidable opponents.
  • In the series of Sabrina the Teenage Witch, vampires are immune to witches' magic. This gives Sabrina trouble when she has to fend off a bloodthirsty vampire herself.
  • On Supernatural Sam is immune to the demon ray gun powers of high-ranking, white-eyed demons like Lilith and Samhain. In the last episode of Season 3, Lilith is outright terrified to learn this.
  • Hansel from Witchslayer Gretl at one point notes that while his sister, Gretl, is magic, he is "the opposite of magic" in that he is immune to both spells (they bounce off of him) and potions, though magic-based weapons can apparently still effect him, as a warlock at one point repeatedly shocks him with one of his own Magitek devices.

  • In The Fallen Gods it is stated that dragons can resist most types of magic. This property carries over to their bones, which makes them useful for armor like Flint's helmet.

    Tabletop Games 
  • Ars Magica: Hermetic mages universally learn the Parma Magica, an innate resistance to magical effects. It's the signature ability and most jealously kept secret of the Order of Hermes, though the fact that the magnum opus of the Order's founding magical theorist is at odds with all of his own theories causes his successors some irritation.
  • Beyond the Supernatural: Negapsychics are people with latent psychic powers who were avowed atheists or skeptics about the supernatural, causing their powers to develop into an anti-magic field. Even if they subsequently come to believe, they keep the ability. In Rifts, not believing in the supernatural isn't really an option given its ubiquity. In this world, the Negapsychics just don't think it'll work on them.
  • In Changeling: The Dreaming, Mage: The Ascension and Demon: The Fallen, the sheer mundanity of normal "sleeper" humans makes it difficult for the changelings, mages and demons to manifest their powers. For changelings and demons, the presence of unbelievers simply causes the powers to not work, including manifesting their True Form (changelings also get a splitting headache if seriously "boring" people are present); for mages, this tends to cause Paradox backlash, as Reality strikes at mages who try the "impossible". On the one hand, this has caused Bygones (e.g. dragons, unicorns) to go extinct because people stopped believing. On the other hand, certain areas of the world have different beliefs, and would cause e.g. flying carpets to be perfectly normal, and airplanes to cause paradox as an impossibility. Werewolves and vampires do not have this problem, which is handwaved because many people subconsciously believe in them. Still, the Technocracy would like to change that.
  • Dungeons & Dragons:
    • Beholders project a cone of anti-magic from their central eye which negates all spells cast at them from the front. This also prevents them from using their own spells directly from the front without first turning off the anti-magic cone, leaving them briefly vulnerable.
    • Mageripper swarms can attempt to dispel a single ongoing magical effect per turn.
    • The Sarkrith Lizard Folks from the Fiend Folio are strongly opposed to any magic. They have not only high spell resistance, but also several very efficient powers against magic-users. The "Spelleater" leaders are healed by magic that fail to affect them and can project a dispelling ray. The "Thane" warriors can project an antimagic field; this would be disadvantageous if not for the fact they use no spells or magic items themselves.
    • Golems are universally immune to magic, save for a few spells. Demiliches are also immune to hostile magic. Certain epic golem-like monsters called "Colossus" can project huge areas-of-effect anti-magic auras.
    • Then there is the Puritan prestige class from one version of Dungeons & Dragons, who is of the belief that the use of magic leads down an apparently very slippery slope to evil. Thereby they refuse absolutely any use of magic on themselves and disdain any magic whatsoever that is not used by clerics of their own religion, and sparingly at that. Their unwavering devotion to this belief grants them the ability to detect the presence of unnatural effects and beings, to shut off a spellcaster's magic, and to generally be immune to magical effects.
    • The Athar faction from Planescape don't believe in the gods (they believe they're real, just not real gods). At high enough level, an Athar begins to automatically project an aura that interferes with any attempt to cast divine spells within it.
    • The Ethergaunts are humanoid aberrations who have made themselves immune to some arcane magic — the higher the caste, the higher the Spell Levels they can outright ignore. However, they have no such immunity to divine magic because it's inexplicable to their Flat-Earth Atheist philosophy.
  • Games Workshop games:
    • Khorne, the Chaos God of warfare and rage from Warhammer, Warhammer: Age of Sigmar and Warhammer 40,000, detests magic, and psychic abilities, so much that this hatred can interfere with, if not outright prevent such abilities from working. Khorne’s priests, and some of his most favoured servants, share a portion of this hatred and the ability to disrupt arcane powers.
    • Warhammer 40,000:
      • A universal special rule called "Deny the Witch!" grants everyone a limited form of anti-magic. Psychic powers come from the Warp, a realm fuelled by emotions/belief and then channelled by one's willpower; as such, it can also be blocked by willpower. Granted psykers are two to three times better at this than non-psykers, but it's better than nothing.
      • Blanks, also called "untouchables", "psychic nulls", or "pariahs", are very rare individuals who are psychically negative, or even soulless. They are practically invisible to psykers and daemons who try to observe them using their sixth sense rather than the first five, and a blank's presence will negate psychic abilities around them, makes them immune to possession, and will harm psykers mentally and Daemons physically. Blanks have variable levels of power, and they are measured on the same Greek alphabet scale as Psykers are: with Rho/Pi being the baseline human and the most powerful psykers ascending to Alpha. Sigma is considered to be the point where the "negative" side starts, the Tau (named for their species' position on the same scale) have a Disability Immunity due to being on the next step down on the "negative" side—they can't feel the Warp, but the Warp can't feel them, either—and Upsilon appears to be weakest level for somebody to be considered a blank, and it descends all the way to Omega (who at this point are almost a Humanoid Abomination). Blanks also lead a lonely life. They can send a fairly powerful psykers into bouts of existential terror, and regular humans who are otherwise immune to the effects of a blank's presence will still sense something "off" about blanks and almost invariably hate and mistreat the blanks purely out of reflex. It's almost certain that a powerful blank would end up being killed at a very young age due to the sheer levels of revulsion that everyone will feel for him/her. Also, for reasons not entirely understood, Humans are the only species to naturally produce blanks, though other species can create them through other means. Older lore stated this was due to Necron genetic meddling, but the explanation (and the associated Necron unit) were later dropped without comment when the Necron lore was rewritten.
      • The Culexus temple of the Officio Assassinorum specialise in the assassination of psykers with their operatives being Omega-level blanks essentially rebuilt from the ground up to act as secret agents or a One-Man Army.
      • The Sisters of Silence, are a military force composed entirely of blanks who are tasked with hunting down and detaining psykers. They have a few of the special rules and wargear of the psyker hunting Culexus Assassins, but are somewhat more generalized for combat than just for eliminating psykers.
      • The Space Wolves wear talismans and charms said to ward against the evil eye and protect their bearers from malign sorcery. The 8th Edition rules represent this with the "Talismanic Shield" Stratagem that gives Space Wolf characters a chance to stop enemy Psychic Powers. The Hounds of Morkai, specialized anti-psyker troops, use runic totems to protect themselves fro psychic powers — in-game, enemy psykers can only target a unit of Hounds if no other possible targets are closer — and vocal amplifiers known as Morkai's Howl, which scramble Warp currents and impair the use of Warp-craft in targeted enemies.
      • The mysterious aliens known as Watchers in the Dark, who often follow high ranking Dark Angels, exhibit a mysterious ability to counter the powers of daemons and enemy psykers. In the Legacy of Russ series of short stories the presence of a single Watcher was enough to force the Changeling to give up its plans to free those imprisoned in the bowels of the Rock while in the 8th Edition of the game, some Deathwing Squads can be accompanied by a Watcher who gives the squad the once per battle ability to stop an enemy power from effecting themnote .
      • Blanks interestingly enough cannot be made into Astartes, according to the Horus Heresy novels. It's implied that this is because the gene-seed may contain a fragment of its progenitor the Emperor's psychic power which is crucial to the transformation's success. Thus the blanks are incompatible with the gene-seed.
      • The Tyranids exhibit an unusual case of this. Being Hive Mind of countless trillions of alien, animalistic beings ranging from feral beasts to immense starship-scale brains, the sheer amount of thoughts moving throughout their fleets casts a "shadow" in the warp similar to a radio jammer. The mere presence of this "shadow in the warp" effect dampens psychic powers and cuts off communication. On the extreme end is Hive Fleet Kronos, a specially-engineered Tyranid force that uses its shadow to hunt down Chaos fleets and completely shut down their Warp sorceries and banish daemons.
  • Zed talents and contests of Will in Godlike. Talents are inherently harder to attack with miracles, requiring a contest of will to either refute the power or force it to work. This doesn't affect indirect miracles, though, like being shot in the head by an invisible assassin... Zed talents can shut off enemy superpowers entirely by altering the environment around the talent — e.g. if a super-strong talent lifts a tank, the Zed makes the tank much heavier — without getting into a contest of wills. Will contests are out the window in the sequel Wild Talents, though, and it's implied there are no more Zeds either.
  • Godforsaken: Discussed. A world that has magic often has a way of suppressing or negating that magic. In an RPG, it introduces a large number of complex problems, partly because of game mechanics issues and partly because the PCs aren't following a script, so every unexpected action they take may require the GM to make another ruling about how antimagic affects them. From an overall game perspective, antimagic takes away much of what a magical character can do, which means it takes away the fun of playing that character. The Cypher System doesn't specify whether character abilities are nonmagical or magical, meaning that, as soon as the characters encounter a place where magic doesn't work, the GM has to make a lot of rulings on the fly about whether an ability works there. A Warrior's abilities are probably nonmagical and unaffected, and an Adept's abilities are probably magical and affected, but it's not clear about Explorer and Speaker abilities.
  • GURPS: Some "worlds" have the advantage/disadvantage of Mundanity. A basic Mundane is immune to magic, psy, and super-tech; a high grade Mundanity turns aliens into Rubber-Forehead Aliens in his presence. This is most often seen in comedic settings such as IOU.
  • Hc Svnt Dracones: When two people with Transcendent implants manage to procreate the resulting child sometimes exhibits the incredibly rare "Followed" morphism. Followed happen to have an instinctive ability to lower the Cuil level of any Transcendent implant that activates in their proximity.
  • New World of Darkness:
    • Hunter: The Vigil:
      • Banality Worms are a type of extradimensional beings that sometimes leak into reality from somewhere that, best as can be determined, is a place of pure nothingness and stasis. They profoundly hate the supernatural and dissolve any of its effects that are directed at them; Cheiron Group researchers have also figured out that, if you implant one of these things in a person's chest cavity, they extend this protection to their host by resisting any magical effect directed at them — including those of other Hunters, such as Benedictions, Castigations, and Relic effects. The price is making the host more vulnerable to moral degeneration; having a being of pure nihilism wound around your heart will do that to you.
      • Centurions' Gladii, some of the relics hoarded by Aegis Kai Dour, are ancient blades that can permanently remove enchanted objects' supernatural properties when they strike them.
      • The screamer pistols of Task Force: VALKYRIE do this by means of a Brown Note — they produce blasts of low-frequency sounds intended to interfere with the inner ear in a manner that disrupts balance and can cause hallucinations. This makes concentration of any kind impossible, which among other things prevents mages from focusing on the complex mental constructs needed to use magic.
    • Mage: The Awakening: The entity Madame LaTourre has innate anti-magic to such an extent she functions as a Man of Kryptonite. She can permanently destroy both enchanted items and Hallowsnote , nullify spells, erase wards, drain mana from other beings, and generally screw shit up for casters. To highlight how she defies all the known laws, she's equally capable of affecting all supernatural beings, not just mages, letting her mess with vampire Blood Magic, changeling glamours, werewolf rites, promethean alchemy, whatever she pleases.
    • Genius: The Transgression: Geniuses can use their Wonders in front of mortals all they want (though, as above, there are dangers involved in that). However, letting the mere mortal touch it will inevitably result in a Phlebotinum Breakdown. There are also Clockstoppers, who at the most basic level cause Wonders to fail by their presence, and at the highest become truly nightmarish Walking Techbanes.
    • Second Sight, a book dealing with Psychic Powers, mentions that doubt does tend to throw off the ability to manifest said powers... and the more doubters there are, the harder it is to manifest them. There's even a Merit, Anti-Psi, that allows a character to actively suppress psychic powers.
    • Nearly all supernatural creatures have a Supernatural Tolerance trait (usually their "power" stat, but sometimes something else), which lets them subtract dice from most supernatural powers that directly affect or target them. The Unchained from Demon: The Descent, however, can use their Cover stat as their Supernatural Tolerance.
  • Nobilis: Nobles have a small field around them called an Auctoritas. Other Nobles' miracles don't affect anything within the field unless they specifically allocate some of the miracle's power to penetration.
  • Over the Edge: One character is a grouchy stage magician who's a professional paranormal debunker. In a setting where there are psychics, wizards, aliens, ghosts, and other weirdness on every streetcorner, he'd be experiencing massive Skepticism Failure if not for his (completely unconscious) weirdness-cancellation power. Some Real Life "psychics" claim that having people with the wrong mindset around makes their powers malfunction, which Randi's eyes for trickery seem to do for a lot of self-proclaimed psychics.
  • Pathfinder: The empyreal lord Korada can dispel any permanent magic effect, such as those placed on living beings or freestanding magical phenomena such as conjured walls of flame, with a physical blow.
  • Rocket Age has Blunts, people who are utterly immune to psychic powers. This is actually a NEGATIVE trait; people can't communicate with them telepathically, attempt to psychically heal them of trauma, or help them recall past events.
  • Counterspelling is a teachable skill in Shadowrun, only available to characters who can themselves cast magic. Contrary to its name it is not itself a Counterspell, but rather how skilled you are at countering magic. Counterspelling both adds dice to defense against magic and can be used actively as a Dispel Magic. Skilled counterspellers usually throw more dice against spells than their casters can throw to cast them, making magic somewhat pointless against them.
  • The Unknown Armies Sourcebook Postmodern Magic provides a character named Eustace Crane, who negates any magic around him. He is an investigator uncovering frauds which otherwise would be seen as evidence for magic or divine wonders (like ghosts haunting a house, blood-weeping statues and the like). Every magical incident around him either doesn't work or can suddenly be explained by science — whatever the case, magic simply does not exist in his vicinity. However, deep inside behind his skepticism he longs for a proof that magic exist, what makes him quite a tragic figure since he can never be witness to anything magical. Well, almost anything. The rules about his anti-magic powers explicitly allow clever use of at least some varieties of major charge to get around them, and his reaction to such proof are detailed — namely, warmly thanking the prover (assuming he makes his Sanity Check) and giving them their prize money.
  • Nephilim in Witchcraft cannot be affected directly by magic. Incarnates with the Magic Domain and Divinely Inspired Humans can spend Essence to counter opponents magical attacks.
  • Witch Girls Adventures:
    • One of the Heritages available at character creation (each character gets only one) is Mystic Void, which not only serves to make them more magically resistant, but makes spells cast in their presence more likely to fail in the first place, a counter to the old "if I can't zap you I'll zap the floor" work around. They can also sacrifice their own mystic energy to negate the energy inside others or enchanted objects, letting them drain others of their own spellcasting abilities even before the difficulty in casting at her. The downside is that Mystic Voids and their allies have trouble casting spells as well, but it's a price some are wiling to pay.
    • The Hex Breaker Heritage is a lesser example, increasing the witch's magic resistance and letting her dispel things more easily, at the cost of friendly spells not automatically affecting her. Affecting those around her or her environment is still a valid work around in this case.

  • John Milton's Comus, the Attendant Spirit provides the brothers with haemony, an herb that will protect them from Comus' enchantments. This is inspired by The Odyssey.

    Video Games 
  • Arcanum: Of Steamworks & Magick Obscura has a Technical to Magical spectrum. The more skills you learn of each, the more ineffective (and possibly dangerous) the other becomes for you to use or to use against you. (e.g. magic armor won't give benefits to engineers, and guns will blow up when used against mages). Characters with a high technological aptitude have this effect around magical items and have a high resistance to magic. Even the good kind.
  • In Arknights, several of your deployable Operators have the ability to Silence special enemy abilities and effects, which is represented by a black "X" appearing above the affected enemy. Most Operators' Silence effects are temporary and require activating special skills, but one Operator, Lappland, does this automatically with all of her attacks.
  • Shinja from Battle Realms has a passive ability called "Ye of little faith" that makes him nigh-immune to magic attacks. It's implied that his inherent pragmatism, skepticism and belief in material things (and his lack of faith in fantasy concepts like magic and dragons) is so powerful that it simply makes magic stop working on him.
  • Cultist Simulator: While the Villain Protagonist has a number of eldritch creatures to send to destroy their enemies, hunters with the Mystic aspect will usually defeat such agents. Even demigods like King Crucible can be sent packing by a Mystic. Fortunately, the protagonist can still rely on cultists with violent aspects, or their own two hands, to slay such hunters.
  • In Dark Souls: The Vow of Silence miracle, known in Dark Souls II as Profound Still, is a miracle that prevents the casting of magic while active. It even works on some bosses, leaving folks like Aldrich sitting ducks.
  • In Dawn of War: Dark Crusade's Chaos Stronghold mission, Eliphas the Inheritor attempts to use telepathy to talk to the Tau. He then proceeds to blather on for several minutes about how their souls are his, etc. etc. Problem is (see "Tabletop Games" above) Tau have such a weak link to the Warp that Chaos magic such as his doesn't register. All Shas'O Kais perceives is an "annoying buzzing" coming in over his radio.
  • Defense of the Ancients (and its sequel Dota 2) (which all have Expies in Heroes of Newerth):
    • A character is literally called Anti-Mage and has skills that correspond appropriately to his name — a passive which drains mana on each attack, a passive which increases his magic resistance, an ability that reflects any magic targeted to him and an ultimate which deals damage to a hero based on the mana points they are currently missing as well increasing the cooldown of their spells if it delivers the killing blow.
      • While Anti-Mage is thematically an anti-magic hero, in gameplay, he's terrible at countering mages. Dota follows a strict inverse of Linear Warriors, Quadratic Wizards, and Anti-Mage is hard on the quadratic scale due to his stat growth and mobility, and his early game is weak in order to keep him balanced, which is a point where mage-type heroes are at their strongest. His method of anti-magic is also not proactive (as in something like silencing them first) and is based on mitigating and whittling down the opponent's mana pool, which is counterproductive to his role as a squishy Fragile Speedster whose job is to avoid taking damage to burst down the opponent. As a result, his actual anti-magic skills end up getting downplayed by his hard carry potential.
    • There's also another hero called Silencer, whose main gimmick is silencing other heroes and applying debuffs that punish spellcasts. He can also permanently steal their Intelligence when they die, reducing their mana while bolstering his own damage.
    • The hero Omniknight is a Support Hero that can grant magic immunity to someone he chooses via his spell Repel, making them immune to any sorts of magic until the time runs out. Memetically, the trio of Anti-Mage, Silencer and Omniknight are so this trope that they're often referred as the "Fuck Magic" trio.
  • The Disgaea series has some examples of this. The Alaraune monsters take halved damage from magic attacks in Disgaea 2, and the Healer class halves magic damage dealt to adjacent allies in Disgaea 3. Also in 3, the Holy Dragon can halve any magic damage it takes with its Mist Cloak ability (Which it can also teach to any other unit).
    • One of the most hilarious examples is Sicily's evility, which states a 75% elemental attack reduction on top of fantastic attack reductions. Overlord Tyrant Baal can fail to kill Sicily in a single blow when she's thousands of levels and millions of stat points lower in Disgaea Dimensions 2 simply due to how her power shuts down his special attacks.
    • Baal also counts in that every game has some form of immunity for Baal. In Disgaea D2, Baal is entirely immune to special attacks you've already used, which is a serious detriment to any mages you have as they cannot reliably use their basic attacks for damage. In Disgaea 5, each Baal on the field is immune to one element as long as it is alive, and the appropriate Baal Bit is entirely immune to a single element and powers up if struck with an attack from that element.
  • Dragon Age:
    • Dwarves get a 10% chance of resisting hostile magic and cannot be mages, "thanks" to the resistance they developed from living around deposits of the magical substance known as lyriumnote . When a dwarf player character meets Morrigan for the first time, she will appeal to them by saying they have "nothing to fear from any witch," although dwarves are definitely not immune to magic.
    • Warriors with the Templar specialization have access to several abilities, besides their passive damage bonus against mages, and draining their mana with each attack: Templars can cleanse an area of all magical effects (unfortunately including friendly magic buffs) and get a Smite Evil-like ability that works just like the below-mentioned Mana Clash, while at the same time, stunning and/or knocking back, and inflicting spirit damage, on mage and non-mage enemies alike. Dragon Age II additionally Templars two abilities to "silence" the enemies, halting and/or preventing enemy use of abilities, both magic and mundane. The latter three abilities de facto turn the Templars into Magic Knights, in spite of the Order's Beware the Superman Fantastic Racism.
    • In Dragon Age: Origins – Awakening, rogues can get an ability in the Legion Scout specialization that makes them immune to damage for a time. At higher levels of this ability, all magic effects are negated during this mode, including healing magic.
  • The Elder Scrolls:
    • The Bretons are resistant to magic, which takes the form of magical effects having only 50-75% of their usual power against them. In Skyrim, they can also use a racial power that temporarily gives them a 50% to absorb any magic cast against them. Combining this with the Atronach stone can give a Breton complete immunity to magic for 30 seconds. Alternatively using the Atronach stone, Atronach perk and Miraak's Robes, Boots/Gloves can give you 100% absorption permanently. (While Magic resistance and elemental resistance are capped at 85%, combining the two can potentially give a player 97% resistance to one element. Doing this with frost resistance means that impressive ice spell the enemy just used is now as effective as a snowball.)
    • Speaking of the Atronach sign, any member of any race can take it and gain some magical absorption ability temporarily. Additionally, there are lots of spells, potions, and enchantments with magical resistance and absorption effects.
    • The Dunmer (Dark Elves) also have an innate racial resistance to Fire magic, while the Nords have innate Frost resistance. Likewise, the Rieklings, a diminutive humanoid species native to Solstheim somewhat resembling "ice goblins", have an inherent immunity/resistance (depending on the game) to Frost.
    • This is believed to be a defensive capability of the Tsaesci, a race of supposed "snake vampires" native to Akavir, a continent far to the east of Tamriel. Exactly how they manage this is unknown, but when the armies of Uriel Septim V invaded the Tsaesci's territory in Akavir in the 3rd Era, his Battlemages claimed to be "abnormally weak" while there.
    • The Dreugh, a semi-intelligent race of aquatic humanoid octopi (who also have a temporary land form), are immune to magical paralysis and poison, while also being resistant to many other forms of Destruction magic, with the sole exception of Frost.
    • Though there are many different bloodlines with many variations on their exact powers, this is commonly a trait of Vampires, with the sole weakness typically being to Fire-magic. Most known Vampire bloodlines are immune to magical paralysis and poison, while the Selenu clan of Hammerfell is highly resistant to the elemental Destruction-school of magic attacks.
    • Liches similarly have powerful resistances (if not outright immunities) to nearly all forms of magic, with the sole exception being Fire-based magic, like most forms of undead.
    • Lurkers, a form of lesser Daedra in service to Hermaeus Mora, are resistant to every type of Destruction magic except for Shock spells.
    • Scamps, the weakest known form of lesser Daedra, have a resistance to fire, both magical and natural. It is said that they are not bothered by heat.
    • Winged Twilights, a bat-like form of lesser Daedra with some harpy-like traits, are highly resistant (though not immune) to every form of Destruction magic. They also possess the ability to reflect spells back at the caster.
    • Xivilai are a massive and powerful form of lesser Daedra. Xivilai possess the ability to absorb incoming spells, negating the spell while increasing their own Magicka reserves.
    • Arena and Daggerfall didn't have the Atronach sign, but the Sorcerer class had the Spell Absorption ability which let them absorb direct damage spells directed at them, nullifying the effect and adding the magicka to their pool (it also served as the predecessor to the Morrowind/Oblivion Atronach sign in that it couldn't regenerate magicka on its own). Daggerfall also allowed it to be chosen when creating your own class.
  • In Enchanted Arms, the main character Atsuma has the ability to negate various magics because of his right arm (Best seen in the hopeless fight against the Ice Queen Devil Golem). However early in the game has no control of this power.
  • In Eschalon you can choose that your character is an atheist, which makes you immune to curses and healing. It's completely separate from being agnostic, in which case you get no divine bonuses or penalties. Made curious by the fact that the player could presumably see divine magic working on other people, so one has to wonder how he keeps up that suspension of (dis?)belief.
  • Units with Aegis in Eternal Card Game nullify the first spell or effect used on them by the enemy.
  • Eternal Poison, the witch Thage is immune to spell attack but she also isn't affected by benign healing magic either and depends on potions to recover health.
  • Exile/Avernum:
    • Antimagic clouds in the series prevent any spells from being cast within (or directly into) them.
    • "Null bugs" are insects that perpetually generate such a field as a defense mechanism.
    • Exile III allows characters to chose the "Magically Inept" character trait. It does not allow the character to use magic, but makes them less vulnerable to it.
  • Final Fantasy:
    • In Final Fantasy Tactics, there is the "Faith" statistic. The higher a character's faith, the more potent his magic, but the more susceptible he is to the enemy's magic. There's also a status effect called "Innocent" or "Atheist" (depending on the version) which causes your effective Faith to be zero for a while. One hidden character (the robot Construct 8) has zero faith AND (in case you try to boost his Faith) permanent "Atheist" status. Note that Faith is a percentile multiplier, so with 0 Faith one is literally immune to all magic. This also makes you immune to beneficial magic as well, though.
    • Some boss characters in Final Fantasy XII can use "palings", an ability that nullifies damage done to them for a while. Some bosses can use this ability to block all physical damage, but some can also use the magical version, which blocks all magic cast on them. There are also bosses that can use both kinds at once.
  • Fire Emblem:
  • Heroes of Might and Magic:
    • Most dragons are immune to magic to some degree.
    • In the fifth game, barbarians' unique skill is severely weakening enemy's magic. They themselves also cannot learn it and get war cries instead.
  • Jedi Knight: Dark Forces II: Mysteries of the Sith brings the Force-neutralizing ysalamiri into the game.
    • In single-player mode, the Sith swamp planet (where only Force powers and the lightsaber work at all) has ysalamiri as one of the obstacles.
    • Ysalamiri also appear in the multiplayer mode known as "Kill The Fool With The Ysalamiri". The objective is essentially a mix of Capture the Flag and King of the Hill: pick up the ysalamiri and hold it for a set amount of time. All the while, your Force powers are negated, but so are the powers of everyone within ten meters of you. This usually means lightsaber fights without the benefits of things like Force Speed, Force Jump, or Force Healing. More than one cocky player has been brought low by the very sudden, usually explosive reminder that the ysalamiri only interrupts Force powers... including the ones you could use to save yourself from an explosion.
    • Jedi Knight II: Jedi Outcast replaces this with "Capture the Ysalamiri", a more standard Capture the Flag clone with a ysalamiri on a branch in place of a regular flag.
  • Monster Hunter:
    • Monster Hunter 3 Ultimate: Starting from this game, certain monsters (usually Elder Dragons) can inflict a status known as Dragonblight on a Hunter, which strips the elemental damage properties and the status effects from their weapon (in the original Tri, it reduces a weapon's affinity, not only reducing the chances of a Critical Hit for weapons with a possitive affinity but also increasing the chance of inflicting less damage for weapons with nil or negative affinity). This makes it so that if you'd prepared to fight a certain monster, now your weapon no longer has the element that monster is weak to, making the fight much harder until it wears off, or until you cure it with a nulberry.
    • Monster Hunter: World: The Hunters now have access to weapons with the Elderseal property, which gives a chance for them to stop an Elder Dragon from using its more dangerous powers.
  • Pokémon:
    • Rayquaza has the power to nullify weather effects by being on the field due to serving as a balancing factor between Groudon and Kyogre, who cause eternal droughts and downpours, respectively, just by existing.
    • Zygarde, a balancing factor between Xerneas, who emits a constant fairy aura, and Yveltal, who is followed by a dark aura, reverses all aura effects in its general area. One would have to wonder how this would affect a battle with a Lucario, a species that has an aura-detecting sixth sense. (Not at all, as it happens.)
    • Several abilities nullify damage of a particular attack type (often while granting a corresponding buff) — Flash Fire, for instance, nullifies all Fire-type damage, while Volt Absorb, Lightning Rod, and Motor Drive all nullify Electric attacks.
    • The ability Mold Breaker stands out in this as it allows the user to bypass any ability that would ordinarily prevent a move's normal use — in short, it's Anti-Anti-Magic.
    • The signature ability of Terapagos, Teraform Zero, nullifies the effects of all weather and terrain.
  • Prey (2017): Among the various Nanomod-infused alien powers at your disposal, there is "Backlash", obtained by scanning the Typhon Telepath, allowing the player to completely suppress for a short time any enemy's psi abilities, effectively stripping them of numerous attack and defense techniques. An analogous effect has the Nullwave Transmitter, a grenade-like device capable of depowering numerous foes in a single blast (including, if caught in it, the player charachter Morgan Yu).
  • Mother Maya in Shin Megami Tensei: Strange Journey has an especially vicious form of this. She doesn't only negate magic, she instantly kills the caster. Oddly, her weakness is bullets (or other Gun-type attacks).
  • Tales of Maj'Eyal:
    • The player can join the Ziguranth faction and gain the antimagic skill tree, but can no longer use any magic, runes, or arcane items. Oozemancers start as members of the faction.
    • In the game's previous incarnation, Troubles of Middle Earth, the Unbeliever class (and users of the Antimagic skill) can't use magic, even wands and rods (which even Warriors can use). In exchange for this, they get a large bonus to their saving throws, and can stop magic from being cast around them.
  • In Vagrant Story, one minor antagonist (Jan Rosencrantz) is completely immune to magic (so you can't hurt him with any during a boss fight), and other sorcerers aren't able to sway him. He's not immune to a giant animated statue stepping on him, though.
  • Warframe has several.
    • The Stalker — a powerful NPC who hunts down players who have killed bosses — can almost immediately dispel any status buff, and is outright immune to almost all ability Status Effects.
    • Corpus Nullifiers create a bubble around them that is immune to Warframe powers and disables any status buffs when the user enters the bubble. The Corpus robot, Zanuka (and the Harvester), can use a weakened version of the Stalker's dispel ability to disable some status buffs, but is vulnerable to most powers.

    Visual Novels 
  • Blue spirits put into a support role work like this in Aselia the Eternal - The Spirit of Eternity Sword. The Ice Banisher skill stops any healing or offensive magic from being cast.
  • Aria Rozenburg from Hiiro no Kakera is capable of neutralizing all magical attacks. It is part of the reason Logos thinks she is the sacred maiden blessed by God.
  • Tenma Sukuna from Kajiri Kamui Kagura can use his Taikyoku Law, Malignant Tumor Apoptosis, to negate supernatural phenomena or directly crush any supernatural being to the level of an ordinary human, completely sealing any supernatural power. His Law has only two weaknesses, it doesn't work on anyone with higher Taikyku level than him and if the target is a normal human he instead gets crushed to the level of a normal human.
  • Servants in the Nasuverse can have a skill called "Magic Resistance", which depending on the rank can lessen the power of magic spells used against them and outright cancel weaker ones. It's a fairly common skill, in fact, which doesn't do the Caster class any favors and forcing them to get more creative if they don't have the power to force past it. Typically the three Knight Classes (Saber, Archer, Lancer) have it as a class skill, while some others have it as a personal skill.
    • Saber of Fate/stay night has such high Magic Resistance that while it's theoretically possible for magic to damage her, in practice no modern-day magus can touch her and she can tank hits from Caster, who can casually fire off A-Rank magic blasts like machine-gun bullets. Lancer, Rider and Archer have it too, but nowhere near as powerful. Archer compensates for this by using his own duplication magic to provide himself with Noble Phantasms that buff his resistance.
    • Gilgamesh, having originally been summoned as an Archer-class Servant, also has the skill. It is C-ranked (which is mid-level) and later on drops to E ranked (low-level) but this is entirely besides the point since Gil has access to an indefinite number of Noble Phantasms that shield him from magic, including his Armor of Invincibility which shakes off A-ranked magic without as much as a dent.
    • Ruler from Fate/Apocrypha is even stronger (F/SN Saber had A-Rank Magic Resistance, Ruler's is EX). This means that magic flat-out doesn't affect her, not even healing spells, and she can casually block and deflect the magic blasts from a magic flying fortress.
    • Tsukihime / Melty Blood:
      • Word of God states that Satsuki has a Reality Marble called "Depletion Garden" that she isn't even aware of, that just causes mana in her general area to vanish into the air. This doesn't affect stored mana, but active spells being cast. Too bad nobody has actually cast a spell in her presence.
      • More notably, Shiki Tohno of the same game series and Shiki Ryougi of The Garden of Sinners have the Mystic Eyes of Death Perception which allow them to "kill" the existence of things, including spells and other phenomena, by slashing at their "death lines". The ability is often key to breaking some Big Bad's Immortality or simply surviving an enemy's magical assault. Although they aren't specifically immune to magic; this ability works on anything such as poison, vampire blood, and HALLWAYS.
  • Umineko: When They Cry:
    • Endless Nine is Battler's magical resistance level. Basically, he refuses so much to believe in witches that magic doesn't affect him at all. To explain how powerful his anti-magic is, the rating of anti-magic normally goes from 1-9 digits, with 9 being Physical God immunity and rare on its own. Battler's has filled every digit with 9s. His rating currently provides the image for Readings Are Off the Scale in relation to his magic resistance and it should be noted that it only shows that number because that's the limit of the scale.
    • His sister Ange doesn't believe in magic herself, yet she is the type of person who allows it to work for other people. She's referred to as the "Witch of Resurrection".

    Web Comics 
  • For Knull in Archipelago, the Blessed with Suck aspect of this trope goes a different direction, since he's been abducted by pirates specifically for his powerful Anti-Magic (in a very magical world it makes fights a lot easier). And while per Word of God, the Anti-Magic also nullifies the raven spirit they put in his head, so Knull's free will is unimpeded and he can't get soulsealed, he doesn't know about this advantage.
  • Aurora (2019): Spelleaters are serpentine creatures that feed on ambient magic, hampering nearby mages' ability to cast spells. They're normally small and can't absorb much magic on their own, but ones grown to unnatural sizes with life magic can create sizable areas where magic simply doesn't work.
  • Blade Girl!: Grassblades are people who are born with Anti-magic, meaning they can neither be affected by nor capable of performing magic. True to their name, bladed weapons are the Grassblades' preferred weapons of choice due their capability of cutting through magic.
  • Daughter of the Lilies has two varieties: obsidian is unaffected by magic and nullifies ambient magical energy, while oak trees can conduct magic without being affected by it, like a lightning rod.
  • Debugging Destiny has Strider, who is totally immune to any ambient magical effect. He uses this to explore and loot dangerous ruins, since their traps cannot affect him.
  • Digger is immune to the manipulations and prophesying of gods, and seems to be resistant to magic in general. This is eventually revealed to be because she's a descendant of Descending Helix, who built a prison for a god on the condition that his posterity couldn't be dragged into a similar situation. Unfortunately, she can still be affected by oracular slugs, plus someone figured out how to rope her into the plot by enchanting a nearby object. Some of this isn't immunity to magic so much as a simple level-headed refusal to deal with superstitious nonsense. When a god responds to a question with a mysterious and rhetorical "but who knows how ancient are the stones beneath our feet?" she immediately points out that they're 4.5 billion years, give or take, and demands a real answer.
  • In Dominic Deegan, there are people called "Resistants" that are pretty much immune to all magic, positive or negative. Dex Garrit is the only one to appear as a character. Recently, though, it's been hinted that they're not "immune" so much as just ridiculously resistant: TIM's energy blasts, for example, while destroying the landscape, seem to bounce harmlessly off of Dex's chest, until his inner monologue reveals that, however he looks on the outside, taking the shot hurt like hell.
  • In Drowtales, this ability is extremely rare and is why Quain'tana Val'Sarghress is considered a legend. Her aura can negate just about any Mana that touches it. However, it has a downside in that she is unable to use any other mana techniques of her own and is implied to make it difficult to use mana based healing as well.
  • The Order of the Stick: Some examples inspired by Dungeons & Dragons are unsurprisingly featured.
    • The antimagic field spell is naturally making an appearance, much to V's misfortune as they're fighting a freakin' dragon.
      Black Dragon: You are as skilled as my information led me to believe. I must admit, I too have a passion for the arcane arts... even moreso than others of my kind. I am curious however... What would happen if we turned the magic off? Anti-magic Field.
      [the Forcecage that V had cast disappears where the anti-magic field touches it, and V falls to the ground as their flight spell is cancelled]
      Black Dragon: Fascinating. It appears that you cease to be a mighty wizard and become a fragile pointy-eared monkey. While I? I am still a dragon.
    • The Empire of Blood's Bloodstone Correctional Facility (a prison for gladiators) features anti-magic cells.
    • Inside Kraagor's tomb, they are confronted with a beholder, the iconic monster which central eye emit an anti-magic cone. They can't say the name, though, because it isn't open content.
      Durkon: It's one o' those... uh... whatchamacallits. Tha monsters with all tha magic eyeballs!
      Vaarsuvius: Ah! That would comport with my theory that we are currently experiencing a field of anti-magic. Such creatures emanate the effect from their central ocular organ.
      Haley: OK, cool. We know what's going on. Can we fix it?
      Durkon: Normally, ye'd wanna move outta tha area, but I think it's high up enuff tha it's coverin' tha whole room.
  • The Fancy Adventures of Jack Cannon: Jack Cannon has this power, but it only works against Reality Warping.
  • Gunnerkrigg Court:
    • Antimony Carver can cancel out certain kinds of illusion magic. This is not a conscious ability — it just happens when she's around. For example, she has been able to see ghosts and similar beings from a young age.
    • Gamma has a similar ability, although it seems more powerful. It's unclear if this is because she's linked with Zimmy, or if she's just more powerful, period.
  • Harry Potter Comics has Sheriff Ned, a Muggle who is immune to mind spells. Other types of magic work, but his memory of magical events can't be erased or altered, leading to an alliance with Harry Potter and the other aurors.
  • In Looking for Group, troll shamans have the power to shut down magic. This allows them to cripple the normally super-powered Richard and Benny, although they note themselves that they are not immune to physical damage. Cue Sooba pouncing on and tearing them apart.
  • Opossums in Poppy O'Possum are, by-and-large, immune to magic, and incapable of using it as well. This is part of their status as the pariahs of the world they inhabit, which uses magic extremely liberally. For Poppy, in particular, this becomes an issue when looking for a healer for her daughter's injured eye, as only non-magic ones will do.
  • Nullhawks like Vask in Sunbird are a sunbird variant which extinguish fire and magic rather than creating it.
  • In Sluggy Freelance, a plant demon nicknamed Captain Botanical radiates a field of anti-magic. After it's defeated, Gwynn keeps the new sprout version of it with her and carefully keeps it from growing because its aura prevents the Demonic Possession within her from becoming active.
  • Baam in Tower of God has such a high resistance to Shinsu that he practically ignores its effects most of the time, though he's also good at using it himself. In addition, it turns out he's immune to spells (something far rarer than Shinsu use) and can break them on other people and things.
  • Unsounded:
    • "First Materials" are special versions of regular substances that are isolated from the Background Magic Field and therefore disrupt any active spell that they touch. They're also the building blocks of enchanted items. Mage Killers often carry First Material "spellslicer" blades, and one Wizard Duel is memorably ended with timely intervention by a floating, singing, pastel novelty ass.
    • When an artificer works out a way to Logic Bomb the Khert and extend this property to ordinary materials, it's a revolutionary and utterly unique discovery.
    • Regular materials can also work as anti-magic if they're used for 'encryption': make a large door or wall out of many diverse substances packed tightly together and it can't be targeted effectively by pymary, since a spell needs to identify the target material in order to affect it. The downside is that this compromises small parts because the metal is impure by design.
  • Yosh! has its main character be the inheritor of the title "Null". It, of course, is exactly as it sounds: no magic can affect him, ill or good, and he can stop magic from working entirely if he's close enough. Additionally, he's also immune to physical damage, though it's unrelated: it's stated that the previous Null didn't have this trait.

    Web Original 
  • In the Academy of Superheroes universe, Anchors negate the powers of those around them. Weaker ones are merely immune to superpowers, stronger ones have a radius of effect that extends around them. The most effective can reshape their area of effect at will.
  • Wizards in the world of Ash & Cinders can Still certain parts of the world and keep them from changing on a whim.
  • Epithet Erased has Molly's "Dumb" ability, which, as you can guess from its inclusion here, would actually be best described as a negation ability (by way of "dumbing down" things). In addition to creating cones of silence around herself, she can temporarily lower a person's intelligence to allow for easy manipulation, reduce pain or a weapon's damaging power into practically nothing to protect herself and others, and weaken any summons created by another Enscribed until they fade from existence. Upon seeing her demonstrate that last use, another character asks in slight terror if she can do the same to actual people, to which she fearfully admits to being unsure of.
  • The Gods Are Bastards:
    • Each of the Schools of Magic has one other it is neutralized by; Divine neutralizes Fae, which neutralizes Infernal, which neutralizes Arcane, which neutralizes Divine.
    • Mithril also neutralizes magic. This makes Zaruda's Cool Sword a Game-Breaker in some respects — and enables her to hold her own alongside her more powerful classmates.
  • Kazuo Divinas from Phaeton can create a skin tight-field that does this with most magic, or a field that absorbs most kinds, he has to have one or the other active at all times to stay alive as he is always under the influence of a countdown curse.
  • One of the narrators of Tall Tales is John Matteson, described in-world as an Anchor, a person who enforces the order of the physical realm on the spiritual realm. This gives him the ability to 'break' magic, and he has been shown to do so passively upon coming into contact with it.
  • Whateley Universe: A few mutants have this power, but no nullifier device exists. Martial arts classes enforce "no powers" sparring using power recorders since nullifiers aren't possible.
  • Worm: The rare Trump classification covers powers that influence other powers. This is one of the forms it can take.
    • Several powerful entities, such as the Endbringers, Scion and Eidolon are immune to many Thinker powers, including attempts to predict their future actions. Scion himself can tune his wavelength cancellation to work on most powers.
    • Hatchet Face, a former member of the Slaughterhouse Nine, combined a power-nullifying aura around his body with super strength and toughness, giving him the advantage in close quarters with any other cape.
    • Mantellum was capable of shutting off the senses of anyone near him, including enhanced or extra senses granted by Thinker powers.

    Western Animation 
  • In the Adventure Time episode "Betty", Bella Noche, a being from another dimension that is described as "a being of pure anti-magic," is summoned into Ooo. He has the power to negate any magic around him, which removes the power from any nearby wizards and disables the Ice King's crown, turning him back into Simon Petrikov.
  • Ben 10: Ultimate Alien: Geochelone Aeros like Terraspin are naturally immune to mana (the source of magic in this continuity).
  • The Fairly OddParents!:
    • Dragons are completely unaffected by magic. As well as cockroaches, various superheroes, butterfly nets, and crazy sentient motorbikes. A lot of things in The Fairly OddParents can be Anti-Magic when it's dramatically inconvenient.
    • Witches appear to be a special case, as they disrupt fairy magic with their very presence, making it not only useless against them, but in general within a certain radius.
  • My Little Pony: Friendship Is Magic: The Smooze from "Make New Friends but Keep Discord" is both immune to magic blasts and can keep ponies from casting magic if some of its slime gets on the horn.

    Real Life 
  • The portion of the population who are resistant or immune to hypnosis (leaving aside, for the moment, the definition of "hypnosis"). Illusionists generally have a few tricks to weed those people out when they ask for volunteers.
    • Hypnosis only works if you willingly allow it to control you, you generally have to try hard to not be immune to it. This was also tested on MythBusters and confirmed.
    • It is quite easy to block out hypnotic suggestion, just do something to take your mind off the hypnotist. However, suggestibility is highly individual, and can be tested.
    • Except very few people who go to shows like this don't want to be hypnotized. Trances can be quite pleasurable and relaxing. People can put themselves in this sort of state. For a quick example, just relax and stare at a random spot with your vision unfocused for a few seconds. Then see how difficult it is to pull yourself away.
  • Psychics, dowsers, and other paranormalists who fail to perform in controlled settings (which prevent cheating) often accuse their testers of this. Extreme versions are that the act of testing itself, or even the presence of someone who doesn't already believe, has this effect.
    • Harry Houdini, who spent much of his last years debunking alleged mediums, was accused of having this ability by his former friend Sir Arthur Conan Doyle, creator of Sherlock Holmes, who believed in them (apparently Houdini took up his debunking campaign precisely because he was appalled by Doyle's belief in what he, as a professional magician, felt were blatant frauds).
    • Indian skeptic Sanal Edamaraku faced a similar accusation from a tantric guru who was challenged to kill him using only magic powers.
    • Harry Houdini (see above) is not an isolated case. Many stage magicians really hate people who claim to have actual paranormal powers. The main reason is because many people with "special powers" have been proven to use the same tricks magicians use to entertain and impress, to scam unsuspecting believers. As a result, many magicians have dedicated themselves to expose frauds using their knowledge of tricks, misdirection, and sleight-of-hand.
    • Famously, magician James Randi would expose scammers since early in his career, and continued to do so even after retiring from the stage. He is probably better known today as a skeptic rather than as an illusionist. He has exposed many psychics and faith healers as frauds. The most notorious one is probably Israeli "psychic" Uri Geller, who tried to sue Mr. Randi for libel several times. All of those cases were lost or dismissed, save for one in which a Japanese court ruled in Geller's favor... and awarded him one third of one percent of the amount he was looking for. Said ruling was eventually thrown out as well.
    • Sometimes the anti-magic serves as a kind of Masquerade Enforcer. Occultist Isaac Bonewitz claims that skeptics and scientific investigators generate "Catapsi", the psychic equivalent of static that prevents magic powers from working when scientifically examined. He claims that such skeptics have to be removed from the presence of magicians in order for magic to work properly, thus preventing magic from being scientifically verified. Naturally, many skeptics disagree.


    Anime & Manga 
  • Asta of Black Clover has this in the form of a charcoal-black BFS without an edge. While a formidable blunt weapon on its own in a similar vein to Gut's Dragonslayer, it truly shines when it showcases its ability to cut right through most forms of magic with the "edge" while blocking and even reflecting attacks with the flat side of the blade. He later gets another one during his fight against Mars, which is smaller and thus quicker to swing, and instead of reflecting with the flat side can use it to absorb spells and then launch them at an enemy. The edge of his smaller sword has the same anti-magic effect on spells it cuts as the BFS. The swords also have the power to dispel curses and enchantments on contact (when cursed with a Wound That Will Not Heal, Asta negates the cursed wounds by hitting them with his swords) and drain the mana of anyone who touches them. The Mana Drain makes the swords too dangerous for anyone but Asta (who has no mana at all) to wield.
  • In Season 2 of Code Geass, Jeremiah Gottwald is granted a device that can neutralize Geass with a specific range. This not only removes active Geass's like with Rolo's time stop, but also Geass enacted on others, such as removing the Laser-Guided Amnesia implanted onto Shirley by both Lelouch and the Emperor.
  • Deadman Wonderland: The Undertakers' Worm Eater weapons is Anti-Magic to the Deadmen's ability to manipulate blood.
  • In Fairy Tail, as a Mythology Gag to Rave Master, Erza Knightwalker has "Rune Save" as one of the forms of her own Ten Commandments with the same power, with the only difference being that it's a spear rather than a sword.
  • Fate Series:
    • Fate/stay night gives us the Rule Breaker, which is a dagger that can sever magical contracts including the one between Master and Servant.
    • Similarly, Fate/Zero's Lancer has a Noble Phantasm called "Gae Dearg", a spear that can penetrate any magical defenses and disrupt thaumaturgy as long as it is in contact with the source of the spell.
    • Fate/Apocrypha:
      • Rider of Black has a magical book that gives him a passive A Rank Magic Resistance (i.e. the same rank F/SN Saber has naturally) and that's only because he can't remember its True Name. When he does remember it, it gives him EX Rank Magic Resistance such that no spell that isn't a Reality Marble can affect him.
      • Ruler's primary Noble Phantasm is a spear-tipped banner named Luminosite Eternelle that, when activated, creates a barrier with the same EX Rank Magic Resistance she has inherently. It's enough to keep anyone inside safe from fortress-leveling magic attacks, and even withstand a blast powered by the Holy Grail itself.
  • While at first Taikobo from Hoshin Engi is armed with a wind-power wand Dashinben, he gets an amazing upgrade late in the story that cancels out any paope (read, magical weapons) effects. This means that not only it stops paope from functioning, but also physical wounds and status ailments from paopeis can be reversed. On the other hand, this also affects friendly paope, and this particularly sucks since one of his Ax-Crazy but powerful allies, Nataku, is essentially a human paope. Then again, Taikobo rarely fights head-to-head with any enemy, being the typical lazy-ass strategist that he is.
  • Little Witch Academia (2017): Croix's Sorcery Solution System (which was created as a way to absorb magic from the ley lines, acting as a substitute for the Sorcerer's Stone) acts as this, as Croix had made it so that it is capable of cutting off the connection between the real world and the ley lines entirely, nullifying all magic in the process.
  • The Lyrical Nanoha series has two flavors of anti-magic:
    • Magical Girl Lyrical Nanoha Striker S introduced the Anti-Magilink Fields, which are emitted by certain magic-technology and nullifies all magic within the area it covers. While a mage can undergo training under AMF conditions to fight the effects, they will still find their magic greatly reduced, and even they will find their magic gone if the AMF is strong enough. As explained by Nanoha in one of the source mangas, spells cast from the outside have their power reduced or completely dispelled upon hitting an AMF, while a mage casting from inside an AMF will find themselves struggling to even muster enough mana for it. A mage caught unprepared inside a large-area AMF without boosters and/or having his/her Power Limiter still on is basically screwed.
    • The Magical Record Lyrical Nanoha Force manga introduced the Dividers, artifact weapons that aggressively break the magical links (magic is basically magical energy linked to a usable form in this setting) thus negating any magic they hit as well as any magical effects aimed at the wielder. As such, Dividers are extremely dangerous to mages and commonly referred to as Mage Killers. Coupled with the Eclipse-based powers of the manga's villains, it borders on Story-Breaker Power.
  • Mx0: Taiga eventually trades in his dummy magic card for one whose sole ability is to use up the points stored on it to create an anti-magic field. After sufficient training, Taiga is able to control the size/shape/location of the field, such as just within his mouth.
  • My Hero Academia: By exploiting the Rewinding Quirk of a little girl, Overhaul was able to develop a bullet that uses her blood to rewind someone's Quirk to the point before it existed, effectively canceling it. Prototypes of this bullet only undid a Quirk temporarily, but they eventually develop a small handful of bullets with a permanent effect before they were attacked by Heroes and stopped. One of these was used on Mirio Togata, rendering him Quirkless until the Paranormal War Arc.
  • Negima! Magister Negi Magi There's a valley in the Magic World in which magic doesn't function. It's filled with monsters and is used for executions. One of which fails, because removing Nagi Springfield's ability to use magic just makes him a Badass Normal, which still lets him rescue his future wife Arika who was thrown in there.
  • In Rave Master, Haru Glory's fourth sword form of the Ten Commandments, "Runesave", can negate magic and cut intangible things like smoke and lightning, but it passes through solid matter like a ghost.
  • Shakugan no Shana: Shana's katana and Yuji's flame ring have limited power-canceling abilities; the former is also indestructible, and the latter only cancels fire/heat.
  • Slayers:
    • A Magitek train runs on an artifact that absorbed magic from the surrounding area, causing spells such as "Dragon Slave" or "Fireball" to become about as effective as a toy squib.
    • There is also a rare and highly durable metal called Orihalcon that can basically negate most spells, although Fantastic Nukes like the Dragon Slave are beyond it.
  • The Shenshou Jing mirror in Symphogear can project a light that erases other relics and any effects related to them. The antagonists of season 2 can't power it with technology alone, so it's not much of a threat until Miku gets Brainwashed and Crazy and uses it to make a Symphogear with the same properties.
  • Horacle in Venus to Mamoru!, which can negate any Beatrice powers in the area. Ayako being Brought Down to Normal by one makes the last arc of the series, and also serves as a way to free her from the "Return to the Origin" beast rampaging about.

    Card Games 

    Comic Books 
  • In Eight Billion Genies, the world is abruptly upended when every single person is granted one wish from a genie. The only safe havens appear when people wish for an area (and everyone and everything within it) to be unaffected by wishes. This protects them from both the direct effects of wishes and the indirect consequences.

    Fan Works 
  • In the My Little Pony: Friendship Is Magic fanfic Black Queen, Red King, Catherine and two of her companions get rings that do this. The catch is that it also nullifies Catherine's own magic, robbing her of the ability to fly.
  • In the Bleach fanfic Chasing the Moon and its prequel Phases of the Moon this is Kurosaki Karin's hidden zanpakuto ability, and was instrumental to winning fourth seat of her Division from Yumichika. Used passively, she can cut through magic. Used actively, any magical attack used against her pretty much No Sells.
  • Nav eventually finds an artifact of Discord's that does this in Diaries of a Madman, which proves to be exceptionally useful. It is double-edged though, since it prevents him from flying, and it also blocks beneficial spells.
  • The Marvel Cinematic Universe fic "Magic Insured" reveals that one of Tony Stark's actions during the Blip was to figure out a way to ward his house from any potential magical assault. As a result, when the spell was cast to erase all memory of Peter Parker (Spider-Man: No Way Home), Pepper, Morgan and all data files stored in the house were unaffected, allowing Pepper to deduce what had happened and make contact with Peter once again.
  • The Pirate Pegasus features a liquid version of anti-magic that the villain, Korsan, embeds into his weapons, airship, and harness to protect from unicorn magic.
  • Pony POV Series:
    • The Element of Freewill (the purified version of Dark World!Rainbow Dash's Element of Chaos), which renders its bearer immune to any form of mind control magic or magic that would otherwise influence their actions against their will. Rainbow Dash even seems able to bypass Nightmare Paradox's Glamour and ask questions pertaining to her identity, which likely explains why Paradox cuts off communication with her completely once the Element is purified. However, this only applies to the purified Element, in its corrupted state, as shown by the corrupted version offering no protection against Discord's brainwashing.
    • Depending on the type of magic, the other Elements of both sets may act as anti-magic to certain spells. Dark World!Derpy's Element of Loyalty allowed her to No-Sell Traitor Dash's Pony Puppets power, and Apple Pie's Element of Laughter can disrupt magic by her invoking paradoxes. Dark World!Applejack's Element of Deceit can allow her to trick her mind into bypassing certain types of magic as well while the Element of Honesty, when its Personality Powers kick in, generally allows the user to No-Sell illusion magic.
  • Where Loyalties Lie: Dead Reckoning gives Rainbow Dash some seeds that naturally negate her pegasus magic (including Weather Manipulation and flight) for the duration of her training. This backfires when they end up in a few life or death situations where flight or firing lightning bolts would've come in handy. Becomes a Chekhov's Gun when Rainbow realizes that someone has been feeding Luna these same seeds, which is why she's dying; Being over a thousand years old, her body can't sustain itself without magic.

    Films — Animation 
  • In My Little Pony: The Movie (2017) this is both the Storm King's greatest strength, and weakness. He equips all of his mooks with armor that makes them completely immune to magic, and proceeds to take out the entire Equestrian leadership in about 30 seconds with weapons that turn them into stone, while the magic they use to try to defend themselves and fight back does nothing. But this later proves to be his undoing: he has a limited number of those weapons (which are implied to be very powerful artifacts), and the anti-magic armor proves to be completely useless against non-magical attacks.

    Films — Live-Action 
  • Ghostbusters were able to identify energy readings from actual ghosts and devise a slew of custom-made technology in order to counter them. The two key items are a proton pack with neutrino wand that lets them wrangle the ghost and a ghost trap that is able to contain them, which is very effective as many ghosts have intangibility properties that are otherwise nullified. A number of other devices show up from time to time but those are the two key features.


  • In Tim Powers' The Anubis Gates, magicians renounce the earth, quite literally. They cannot bear touching the ground and dirt negates their magic altogether. The Antaeus Brotherhood, founded to fight magical treason, protect themselves from magical attack by linking themselves to the ground with the magical equivalent of an earth wire.
  • The Brotherhood of the Conch: In the city of Coal, which Anand and Nisha visit in Shadowland, giant towers contain devices called jammers which emit radiation that disrupts any attempt at using magic and causes excruciating headaches for the magician.
  • In The Cosmere (Brandon Sanderson's literary multiverse), the sword Nightblood is The Dreaded among many people knowledgable about the magic systems of the setting for this precise reason. Nightblood exists on all three Realms (Physical, Cognitive, and Spiritual) and can affect things on each Realm. Since magic comes from the Spiritual Realm, this allows it to cut apart magic and destroy souls, and it consumes any form of Investiture to keep it going, including Breaths and Stormlight. It can sever magical enchantments if they have a physical component (i.e. a magical cord being used by a Bondsmith to create an artificial Connection between two people) and because Nightblood exists in all three realms, someone on an alternate Realm can use it if they are psychically close to it where they overlap. This is exploited in Rhythm of War to let King Taravangian seize Nightblood while he is in a vision with Odium and slay him.
  • The Darksword from The Darksword Trilogy. When exposed to magic, it nullifies all magic in the surrounding area. Because the setting is a place where magic is regarded as Life itself, this is considered to be particularly horrifying.
  • Discworld:
    • In The Last Hero, Cohen and his Silver Horde are trying to bring a huge keg of Agatean Thunder Clay (a powerful explosive) to the gods, to return fire to them. This would dispel all magic on the entire, completely magic-dependent Discworld for two years, causing The End of the World as We Know It.
    • In The Light Fantastic, the sinister red star that keeps growing in size seems to be stripping all magic from the world. On a smaller scale, this causes wizards to be unable to cast spells. On a larger scale, since the Discworld is highly magical, and relies completely on it, this threatens the existence of the entire Disc.
    • Sapient Pearwood, an extremely rare material taken from a tree that grows in highly magical areas, is nearly indestructible and completely immune to spells. The fact that The Luggage is made from Sapient Pearwood makes it all the more terrifying.
    • A combination of lead and rowan wood is sometimes mentioned as being used as shielding in the High Energy Magic Building; the rowan wood because it has antimagical properties in some British folklore, and the lead because High Energy Magic is basically nuclear power with octograms.
    • (Down)played in an odd way with Carrot's sword. It's completely, utterly mundane and nonmagical, just a sword that wouldn't be out of place in our reality. The thing is, it's an utterly mundane, nonmagical sword in a world where everything else has magic as a fundamental building block in its composition. Since the sword is more "real" than everything else in the Disc, it ends up "ignoring" several important forces keeping matter together and thus tears through just about everything he swings it at and has been embedded into a stone pillar without damage before. Death occasionally abuses the same principle (along with some temporal trickery) to walk through walls without effort.
  • In Doctrine of Labyrinths, the Grevillian wizards created a space called the Nullity where magic doesn't work.
  • Gold and Black Phoenix Stone in Dragaera do this with sorcery and psionics respectively. Vlad has several items that make use of this, notably a pair of amulets that stops anyone from finding him with magic of any kind (though they also prevent him from using magic of any kind) and Spellbreaker, a very odd gold chain that appears to have a bit of a mind of its own and does exactly what you'd expect given the name. Later, Spellbreaker gets incorporated into the Great Weapon God Slayer (or, as Vlad calls her, Lady Teldra), which can do this to an even more impressive degree.
  • In Gordon R. Dickson's The Dragon Knight series, magic doesn't work on consecrated ground. Magic immunity is very common in this setting, based on an underlying rule which effectively says that if a magical effect could on a sufficiently large scale disrupt the way various orders of beings relate to each other, it can't be used on any scale. For example, no human magician should be able to paralyze any animal, while other humans are fair targets. This is just as debatable and political as it sounds, there are lots of ways to weasel it (for example, humans don't necessary use human magic), and Rule of Drama seems to be the underlying reality.
  • The Dresden Files:
    • Running water grounds magical energy; the faster the water, the more energy a given spell needs to overcome it. This has both served Harry well (he destroyed a magical darkness by activating a sprinkler system) and bit him in the ass (such as when a villain had him strung up under running water so that he was completely helpless).
    • The silver swords carried by the Wardens also qualify, as their entire purpose is to undo magical enchantments and thus penetrate the magical defenses of warlocks. Has an added bonus in that enchantments store energy, so when a Warden's sword cuts through an enchantment, it will set the item ablaze; thus, the more powerful your defensive gear, the bigger the backlash of magical energy. We see it in action a couple times, once negating one of Harry's defensive shields, and another time destroying some magical armor.
    • The Swords of the Cross have this as one their abilities—they can shut down hostile magic and effectively level the playing field between a Knight and their opponent. This effect is so potent that it is able to shut down the raw psychic willpower of the Red King and his entire court.
    • Madrigal Raith had a pair of anti-magic gauntlets for his duel with Harry and Ramirez. Ramirez helps kill him by destroying the ground underneath him and then destroys his gauntlets with his Warden sword unleashing the results stated above. They are not pretty.
    • The rising sun in theory dissolves most spells or magical beings, the idea being that the "renewal" of a new day's dawn effectively resets magic back to a base zero point. It also tends to dispel summoned demons, destroy defenseless ghosts, and dissolve enchantmentsnote .
    • For The Fair Folk, if they somehow manage to break the rules that bind their existence, they suffer from a sudden loss of their magic. While this never happens to any fairies that we see, it hits Harry very hard in Cold Days: when he explicitly threatens to go against Winter Law, he immediately loses the power of the Winter Knight, resulting in his back returning to its broken state. It doesn't affect his other powers, as they are not governed by Winter Law, however.
    • In keeping with the author's preferences, all of the above are generalities: just as there's no such thing in this setting as a perfect defense against the non-magical, there's no form of anti-magic that stops everything.
  • Going back to Dune, a nonliving form of anti-prescience is eventually developed in the no-chamber, so named because it blocked anyone and anything within from being seen that way. These chambers eventually evolved into no-ships: giant spacecraft that couldn't be seen by prescience.
  • The Black Library novel Faith & Fire by James Swallow introduces a specially treated steel called Phase-Iron that burns the any psyker who attempts to use their powers while touching it. This rare material is used to make lining for psi-shielded equipment, such as holding cells and Daemon cages.
  • In For Love of Evil, Jolie attempts to use mesmerism to mind control a knight who is about to rape her. Unfortunately, he is wearing an amulet he believes protects him. Since mesmerism relies on the target's belief, this cancels out the spell unless she is able to remove his amulet.
  • In Miloslav Knyazev's Full Set series:
    • Splinters from a freshly shattered altar stone nullify both offensive spells cast by priests of the offended deity at the splinter's owner and the priests' defensive spells when attacked by the owner in any fashion (melee, ranged, magic).
    • Tools used to shatter said altar stone become extremely effective weapons when wielded against priests of the thus offended deity, and will inflict more damage on all priests of all religions in general. A splinter used in this way can be shattered again with the same tools to produce more splinters, but the altar debris will quickly become common stone.
    • Fruit from the elven divine Trees of Life (which the protagonist nicknames elven acorns and oaks respectively) has the same effect on elven priests of the respective Tree.
    • Sites which suffered a rare and specific kind of magical damage during one of the Great Mages' Wars will now render mages powerless.
  • In the novel Grunts!, a group of orcs, who have gotten their hands on modern weapons in what was previously a completely generic fantasy setting, find themselves having trouble when their new guns keep getting hit with "fail weapons" spells. To solve this problem, they steal some experimental "Nullity Talismans", which prevent all magic from working within their effective radius.
  • Mercedes Lackey's Heralds of Valdemar has the spirit-sword Need, introduced as a cursed/blessed weapon that when wielded by a mage gives her incredible fighting skills, and when wielded by a fighter protects her from all inimical magic. In the first books where she appears she's carried by Kethry, the sorceress of a Sword and Sorcerer combo, but whenever she's taken up by Tarma she does astonishingly well, No Selling powerful mages and breaking spells set by a demon on the threshhold of godhood. Passed to Kethry's granddaughter Kerowyn, who winds up in command of a mercenary band, she's coaxed into protecting the whole band from magic. Eventually she's passed to someone new and reveals herself to be the spirit of a mage bound to a sword eons ago, sleeping for decades at a time. Awake, Need's powers are much more extensive and lean towards Mage Killer in places.
  • Inheritance Cycle: Riders' Swords are unaffected by magic. Typically this means that they can pass right through magical shields designed to repel mundane blades, but a side effect that has come up on at least one occasion is that, when lost, the swords can't be tracked or retrieved by magic.
    • The Dauthdaert from the last book in the series is an even more extreme case; designed by the ancient elves for slaying dragons, it not only nullifies any spells that would affect it, but also any spells that would affect its current wielder.
  • In Larry Niven's The Magic Goes Away series, the Warlock's Wheel is a simple enchanted artifact created by the Warlock; a simple brass disc with a spell to always make it spin faster, and a second spell to keep it from tearing itself apart. Nearly any mage can build one if they know how. When you turn it on it will spin until it's sucked all the mana from the area, killing enchantments, magic creatures, and anything else dependent on mana. When the magic runs out, the disc explodes from an overload of kinetic energy, and the area remains magically-dead for the rest of eternity. No wonder Warlock kept it a secret for years.
  • In Steven Erikson's Malazan Book of the Fallen, a substance called Otataral, found only in one place in the Malazan Empire, has the effect of not only negating magic cast into its radius, but actually draining the power out of any mages standing within its area of effect. The mages do recover their powers after a period of time outside its influence. The Adjunct of the Empress is issued with an otataral sword as a symbol of her office. It's implied that Karsa Orlong's resistance to magic is due to the "blood oil" his people anoint themselves with before a battle. Otataral is what gives the stuff its red color.
  • Mother of Learning:
    • The train to Cyoria is warded to make mana shaping harder, like magical static. A skilled mage can overcome it, but it keeps rowdy students and casual vandals from getting out of control.
    • There are manacles that entirely suppress the captive's ability to shape mana, for keeping mages prisoner. However, they don't stop entirely innate abilities like those possessed by shifters...
  • In Orlando Furioso, this is what the Ring of Angelica does when worn on a finger (it doubles as a Ring of Gyges if you put it on your tongue).
  • In The Quest of the Unaligned, Tonzimmiel's energy shield, which strips anyone crossing it of magical power, is a large part of why nobody in the city believes in magic.
  • Rogues of the Republic: Yvkefer-alloy is a metal that disrupts magic in the vicinity. It is a common (if expensive) addition to armor in order to ward off magical attacks, and yvkefer visors render the wearer immune to mind control.
  • In Rogue Sorcerer, Lyr receives an enchanted sword from Vumi which makes him immune to magic.
  • Second Apocalypse:
    • Chorae, also known as "Tears of God", are small metal spheres that counteract magic. The objects themselves cannot be affected by magic, nor can a human that has the Chorae in contact with their skin, and they turn sorcerers to salt on contact. This makes them extremely valuable in a setting where sorcerers would be otherwise practically unstoppable — they are crucial to the power balance between magic-users and non-magic-users on a geopolitical level and on the field of battle. Very good archers are entrusted with Chorae-tipped arrows. Some sorcerers are smart enough to use indirect attacks, such as dropping buildings on Chorae-wielders.
    • In the same series, the city of Atrithau is built on "anarcane ground" where magic does not function.
  • Vadim Panov's Secret City:
    • Temples dedicated to Galla, the resident Physical God of Anti-Magic, permanently suppress all magic within. Galla himself controls this effect and magic within his temple and can switch it off as he likes.
    • Inquisitors, a rare breed of human mages, can use faith from human crowds to temporarily remove all magic from a wide area. The few genuine witch hunts happened when a priest unknowingly possessed this power. The effect also causes suffering and pain to Mage Species members. Said Mage Species members have long since found out that fully mundane hired guns work just fine if you suspect a possible Inqusitor; the Churches who are in on the masquerade safeguard potential Inqusitors as a system of checks and balances.
  • In Perri Rhoades' Spectral Shadows World Belief, essentially the amount of belief in magic in the environment around one, powers magic. Greater will power and belief from not only yourself but others leads to greater magical powers. Now if your belief overpowers someone elses'...
  • Spellbound, the second book of The Grimnoir Chronicles, introduces the Dymaxion Nullifier, an as-yet-undescribed object that shuts down any use of superpowers in its vicinity.
  • In The Steerswoman and its sequels, steerswomen and sailors are said to have some immunity to wizards' protective spells; the protagonist eventually figures out that it comes from the shoes they wear. They're rubber-soled, insulating their wearers from electric shock.
  • In Stories of Nypre there is dragon metal, a type of metal completely immune to magic. Soldiers of Lumin wear armor forged from the material. The books do note that only creation magic (magic drawn directly from the elemental layers) is negated.
  • In The Stranger Times, carrying a key to the Church of Old Souls/Stranger Times office will render the keeper immune to magic. Given the kinds of cases the news staff investigate, this is essential safety gear.
  • Tempest (2011): When Sabyn kidnaps Tempest in Tempest Revealed, he gives her daily injections of a drug that neutralizes her magic and also makes her sleepy.
  • Terminate the Other World!: The core of NSLICE-00P's loadout is "the Equalizer," an anti-everything EMP. As long as it has sufficient power, it can counter any energy source, including magic. Unfortunately for her, once she appears in the new world she discovers that even the air is filled with mana, causing the Equalizer to be reduced in effectiveness as it tries to counter literally everything. She has to manually upgrade it, since the System has no understanding of it.
  • Marcus' and Viridovix' swords in Harry Turtledove's Videssos cycle are of magical Druidic origin, and one of their two effects is to repel and negate any magic aimed at whoever wields them. Because they were magical even in our own unmagical world, they become so powerful in the magical-fantasy world of Videssos that even the greatest sorcerer in Videssian history is unable to overcome them.
  • The Wheel of Time:
    • Mat gets an amulet that destroys any weaves of the One Power that directly touch him (whether this applies to True Power weaves is unknown); he ends up having a miserable time when one Aes Sedai sets out to see just what the loopholes are (indirect effects like lightning, sparks, and objects thrown by the One Power).
    • Steddings (and the city of Far Madding) are not examples of this, however—they are places that block access to the Source but do nothing against the One Power itself, if the channeler happens to have a battery-like ter'angreal on them in which they have stored weaves of the Power.
  • The Witchlands:
    • Salamander skin is impervious to magic, rendering people wearing it invisible to mind witcheries.
    • The chain-like collars the Hell-Bards are wearing make them immune to non-physical witchery, and also halt the process of turning them into the Cleaved.

    Live-Action TV 

    Myths & Religion 
  • In The Odyssey, Hermes gives Odysseus moly, an herb that can protect him from Circe's magic.

  • Adylheim:
    • The substance Thunderstone in this play-by-post game negates any magic that touches it, but it's very rare.
    • More commonly, iron (but not steel!) destroys elves' illusions or Faerie magic when it touches them, bends or wards away certain sorts of magic, and (though this last one is more of a Power Nullifier) if embedded in the body of a High Mage, prevents them from using their magic at all.

    Tabletop Games 
  • Dungeons & Dragons:
    • Dead magic zones exist in the Forgotten Realms, particularly right after the Time of Troubles.
    • In the Mystara setting, the halflings' homeland of Five Shires allows the residents to try to "deny" hostile magic simply by shouting "No!" Doing it is risky and exhausting, though.
  • In Fate of the Norns: Ragnarok, two identical runes of power used too close to each other have their effects nullified.
  • Games Workshop games:
    • Warriors and daemons of the Blood God Khorne in Warhammer, Warhammer: Age of Sigmar and Warhammer 40,000 can wear Collars of Khorne. These powerful items are forged at the foot of Khorne’s throne and contain a portion of the distaste for the magic and Psychic Powers, granting the wearer resistance to their enemies' spells.
    • Warhammer has the Dispel Magic Scroll and variants. The eighth edition limits you to a maximum of one, but in previous editions the Dispel Ringbinder was a common fixture. The 5th edition Dogs of War armybook also includes the Prism of Power as an item choice for Leonardo da Miragliano, which he uses to catch and dissipate the winds of magic and thus prevent enemy casters from fueling their spells.
    • In Warhammer: Age of Sigmar, the brass-clad shields used by the elite Bloodbound warriors who ride Juggernauts are forged in a similar manner to Collars of Khorne and grant their bearer a 50% chance of ignoring any damage caused by magical attacks.
    • Warhammer 40,000:
      • The Necrons make use of technology capable of nullifying the effects of the Warp. Justified because they were created by the C'tan, Reality Warpers who found the Warp innately inimical to them and likely were responsible for its creation. The most famous example is the Pylon network on the planet Cadia — by rights that planet should have been swallowed by the Eye of Terror, but it remained unaffected and a bastion of Imperial power until the pylons were destroyed by Abaddon dropping a Blackstone Fortress on them during the 13th Black Crusade, dragging Cadia screaming into the Warp.
      • The Inquisition has various anti-psyker weapons designed to suppress psychic powers, including the Null Rod (which generates a short-range anti-psychic field) and Psych-Out grenades (which are loaded with powder that disrupts Warp-based powers).
  • GURPS has No Mana areas, which function the same as D&D anti-magic zones. In GURPS Technomancer, they are created by ozma particles, which are the anti-particle to magic-creating oz particles. Technomancer also has "depleted necronium", a dense metal which is basically a portable no-mana zone. Its main use is making spell-piercing bullets.
  • Shadowrun:
    • A strain of magic-draining bacteria is cultivated by certain Megas and anti-magic hate groups and used to "magic-proof" chosen locations, as well as kill spirits.
    • In addition, space has no mana. Trying to cast spells in space is futile; Astral Projection is a bad, bad idea.

    Video Games 
  • In Archon: The Light and the Dark, units that are stationed on Power Points are immune to Wizard or Sorceress magic.
  • Asheron's Call has low-grade Chorizite which can be made into weapons that ignore magically modified armor and protection values.
  • Baldur's Gate:
    • Carsomyr in Baldur's Gate II is a +5 (and can be upgraded to +6 in the expansion) greatsword that grants its wielder 50% magic resistance, allows its wielder to cast Dispel Magic three times a day, and dispels magic on opponents with each hit.
    • There's also the Cloak of Reflection which confers complete immunity to all direct damage spells, and pre-nerfing bounced the damage back to the caster too.note 
    • At the end of Shadows of Amn, Jon Irenicus is trapped in a region of the Abyss that renders his magic useless, leaving him completely defenseless as hungry chittering demons surround him...
    • In Baldur's Gate III, the Susser tree is a strong anti-magic field, preventing any magic from being cast within it's effective aura. The flowers act more as personal anti-magic fields, rendering the holder immune to magic (it "fizzles out" before it reaches them), but also unable to use magic. More worryingly, it also negates magical artifacts such as weapons and armor. Following some cryptic directions allows you to use the bark of the tree to make anti-magic weapons, such as a dagger that silences anyone it strikes.
  • Dark Souls has Lloyd's Talisman, which was invented by a renowned undead hunter to make it so that undead can't use estus, the primary and most practical method of healing in the game. The talisman has very little use in PvE, but practical when invading as a phantom to prevent the host from running away and healing with estus, something an invading phantom can't do, and thus is considered taboo when people want a fair fight.
  • Dishonored: Those music boxes the overseers carry produce a mathematically-cacophonous acoustic pattern that prevents mages from concentrating, leaving them unable to use their powers. This has the side-effect of causing a mage's subconscious / passive magic to go haywire, causing them physical damage. The overseers can literally play music that is so annoying that it kills magicians. Bonus points for the Boyles' private orchestra, who have been trained to play this stuff.
  • In Divine Divinity, magic is unusable in the prison where Zandalor and the third Marked One is kept. There's also a death knight and substantial number of orcs between you and them. If you're playing a wizard, you're out of luck. (Although you can sneak by them using invisibility potions.)
  • The Elder Scrolls:
  • Final Fantasy:
    • In the Tower of Might from Final Fantasy V magic cannot be cast at all, requiring you to send 2 characters specialised in physical Jobs.
    • In Final Fantasy VI, the petrified remains of the Warring Triad create an anti-magic field that nullifies all spells cast within it.
    • Final Fantasy VIII has the heroes locked up in a prison with their weapons taken away, and their magic abilities nullified by a nearby Anti-Magic Field.
    • In Final Fantasy IX, Oeilvert is protected by an anti-magic field, meaning that you should probably send your physical fighters there. The problem is that the magic-users left behind will have to get through a dungeon on their own too...
    • Final Fantasy X has one boss with an object called a Negator that disables all magic and summoning. You have two choices: destroy the Negator, to temporarily allow magic, but risk the boss using its magical attack; or the Brute Force and Healing Items method.
    • Final Fantasy XII has nethicite, both manufacted (man-made) and deifacted (naturally occurring), which both absorb the magical substance called mist which is used to power magicks.
  • Null Crystals from Gaia Online's zOMG! are said to negate g'hi Energy. Any Animated that gets too close to one instantly reverts to an inanimate state, and any Gaian (player) that touches one of the crystals is transported to a special "Null Chamber" that negates the soulbinding effects of their rings, allowing them to be safely removed. Though for whatever reason, no one has considered actually using these crystals to ''instantly kill'' any Animated they get close too, they use use them for transportation, recovering from death, and Item Crafting.
  • Heroes of Might and Magic:
    • There is anti-magic ground that makes any hero on top of it unable to cast any sort of magic or be limited to low-level spells. Magical garrisons and certain artifacts also deny the use of magic in battle.
    • One of the combined artifacts in Heroes III: Shadow of Death gives all hero's units immunity to all but the highest-level spells. It proved to be Blessed with Suck since it also denies the use of any beneficial spells (including resurrection) that become increasingly mission-critical as the game progresses while not protecting against the game's most powerful attacking spell.
    • Another artifact does the reverse, negating any creatures' immunities to magic.
    • Heroes of Might and Magic II: The Price of Loyalty featured an optional scenario in its Wizard's Isle campaign to acquire the Sphere of Negation, a potent artifact that blocks all magic in combat from either hero (the following scenario then puts it on a barbarian hero unskilled in casting magic). It would come back in Heroes of Might and Magic III as the Orb of Inhibition, though as a regular randomly-found artifact with no plot importance.
  • Jedi Outcast in multiplayer has a variation of Capture the Flag called Capture the Ysalamari. The carrier cannot use his force powers, and nobody can use the Force against him.
  • League of Legends:
    • The low-tier item that provides magic resistance (the stat that calculates damage reduction from magic abilities) is called Null-Magic Mantle, evoking the idea of this trope.
    • The Quicksilver Sash and the Mercurial Scimitar also erase all debuffs from you, and Banshee's Veil can block one spell entirely.
    • The Anti-Magical Faction of Demacia make use of Petricite, a form of petrified tree that absorbs magic. Key word being "absorbs", since the magic doesn't actually go anywhere. Some skilled mages can use this to their advantage.
  • In LostMagic, several Sages wield powerful magic wands that imbue the very essences of their respective elements, granted to them by the Creator in ancient times. The Diva of Twilight, rather than receiving any particular element, has the "Wand of Balance", which in her words, gives her "the power to quell all other powers." This sounds like a lame power in comparison to, say, giant fiery explosions at will... until she uses it to nullify the magic of EVERY other Sage, steals their wands, and tries to reset the entire universe with them. Maybe she was just tired of being mocked for being the most boring Sage.
  • Subverted in Moraff's World. There is an Anti-Magic ring, but since no enemy in the game uses spells, as the in-game guide says, it does nothing.
  • The Mother series: Power Nullifiers:
    • EarthBound (1994):
      • The Shield Killer, which destroys physical and PSI shields.
      • The Neutralizer, which completely nullifies PSI buffs and debuffs, including shields.
      • The Counter-PSI Unit, which prevents the target from using PSI altogether.
    • Mother 3: The Shield Snatcher, which destroys physical and PSI shields.
  • NetHack and related Roguelikes:
    • The Wand of Cancellation. As the name implies, it cancels magic. The actual range of effects is quite broad and listing them all would be a spoiler.
    • Then there's items which grant magic resistance when worn, cloaks of magic resistance and grey dragon scale mail, plus the wizard quest artifact which grants it just be it being held in the player's inventory. This protects against force bolts, magic missiles, polymorphing, teleport other, and death rays. The fact that the wizard quest nemesis picks up the wizard quest artifact on his first turn after waking up, thus gaining magic resistance, makes him a hard kill for wizards who depend on force bolts and magic missiles.
  • In Neverwinter Nights: Hordes of the Underdark, there is a dungeon with an artifact in it that nullifies any and all magic around it. You are reduced to physical abilities, and your fancy weapons and armor are only as useful as the materials they are made of (i.e. loosing all +X enchantments and such, but retaining their basic values such as armor class and damage dice) and your potions are just colored water. For some reason it didn't stop the spiders from growing unusually large.
  • The Empire of Overlord II protects its capital city with an anti-magic shield. Most of the latter half of the game is spent implementing a plan to bring it down.
  • The Keystone from StarCraft 2 works as a powerful psionic nullifier, a problem for Zerg that communicate in a hive-mind to the Queen of Blades who is the most powerful psionic in the universe, and even worse for Amon, a literal god who gets shut down by its use. It's presence is in every campaign, and every time it is fully used, it causes serious destruction. In Wings of Liberty, it just kills Zerg waves. In Heart of the Swarm, it's part of the final cinematic, and in Legacy of the Void it plays a huge role in the heroes facing the villain.
  • Thief: Deadly Shadows: The Final Rune is a city sized magical rune hidden in the arrangement of the cities streets that can create an anti magic effect within city limits if certain artifacts are placed in specific landmarks around the city, the final mission of the game is stopping a powerful witch by activating it while her golem army are patrolling the town looking for you.
  • The title artifact of Transylvania sequel The Crimson Crown is revealed to be one in the end of the game. Making Erik wear it ends the Vampyr's entrancing spell upon him, and the anti-magic ward is passed onto you and Sabrina by touching him.
  • Ultima:
    • Lord British's Crown in Ultima V dispels any hostile magic used against you while letting you cast your own. It's ridiculously useful (except in the final dungeon, where it doesn't work).
    • Likewise, the Storm Cloak and ditto spell from Ultima VI, and blackrock in Ultima VII.
  • Warcraft III: The Amulet of Spell Shield blocks a targeted spell every forty seconds. Savvier players will waste the charge with a minor spell before unloading with their heaviest spells.
    • One-upping that is the Necklace of Spell Immunity, which renders the wearer completely immune to all negative spells (and most positive ones as well).
  • The Wizardry games have anti-magic fields in certain rooms of the dungeon that prevent all magic from being cast.

    Visual Novels 

    Web Comics 
  • When fighting wizards, Axe Cop would coat his axe with anti-magic.
  • Dominic Deegan has the character of Urban Eddie, whose trump card is a necklace that nullifies any magic directed towards him. He even shows another practical use for it by strangling a spellcaster with it, rendering them helpless.
  • In Endstone, the power of the Endstone. Also, characters who are not stoners can nullify the over-stones by taking them.
  • Inanire grenades from Errant Story dispel all magic in a small area and render casters caught in the blast unable to use magic for about a minute. They were created at the tail end of the Errant War, a genocidal war between elves and half-elves that led to the fall of the old elven empire and the virtual annihilation of the half-elves as a people, but due to their indiscriminate nature and late introduction never saw much use. Following the war's end they were tucked away in a vault in the last elven city left standing and mostly forgotten about until the arrival of an insane half-elf mage named Ian who was bent on exterminating the elves, at which point they were used to defend the city.
  • In Hero Oh Hero, gold has antimagical properties and is shown to negate the powers of magic users while in contact with the body.
  • In The Phoenix Requiem spirits and shades cannot enter Hyde Asylum, which makes Jonas feel safe there, however horrible that place is.
  • The "reality zone" in Sinfest is of unknown origin, but nothing supernatural can exist in it. This is bad news for characters like Squigley and L'il E (who fall out of the sky if they fly into it, and in Squigley's case revert to animal form), and worse news for full-blooded devils (who're affected as if by fire).
  • In Sluggy Freelance, it turns out that magic is tied to the fate-web surrounding the world, and thus, going into outer space negates magic. A powerful Talking Weapon only starts to "die" gradually, but a demonic plant — which itself radiates more normal anti-magic — withers quickly.
  • In Tower of God, when Shibisu's team goes up against Jue Viole Grace at the start of the Workshop Battle, they prepare by bringing a ring that they force on him that drains all the Shinsu he tries to use. Viole is basically unstoppable, but he's still a kind of Squishy Wizard, so this should make him pretty easy to beat, especially by Amighoraz. At least, it would if not for his Super Mode they don't know about.

    Web Original 
  • Norium in Deucalion Chronicles works to negate any magic it comes in contact with, though magic users can attune themselves to a given piece to bypass the effect.
  • In SCP Foundation there are Scranton Reality Anchors, devices used to suppress reality-bending. The exact nature of SRAs is, like everything else about the site, a case of Depending on the Writer. However, there are some portrayals of them being just as supernatural as the things they suppress, like in SCP-4231 where they're made from reality-benders.
  • Whateley Universe: The STAR League parents, who threaten their children with being forced into wearing "Power Nullifier Bracelets" until they're 18, or going to Whateley. The kids choose Whateley, only to find out that the bracelets were fake, and their parents had enrolled them in Whateley days before they asked them if they wanted to go.

    Web Videos 

    Western Animation 
  • Disney's Aladdin: The Series faced one obvious problem: How do you keep Genie from solving every problem with just a magical (and literal) Hand Wave? The explanation is usually either that a) Genie gets distracted easily (which makes sense, considering his personality) or b) that the villain of the week conveniently happens to have access to a powerful anti-magic device or spell. Of course, being significantly weaker after he was released from the lamp also cut back on his potential to solve problems.
  • Justice League:
    • Hawkgirl's energy mace (and Thanagarian Nth Metal in general, as we find out in Unlimited) negates magic. She can use it to break through magic force fields, blast through spells, beat Dr. Fate into submission, and even kill an evil god.
    • During the period between Hawkgirl leaving the League and coming back, Dr. Fate put the mace into a pocket dimension rather than have it lying around his tower. Just having it around messed with his magic, nobody has to be weilding it.
    • Lex Luthor later buys an object that similarly reflects away all magic, at an apparently ludicrous price.
  • My Little Pony: Friendship Is Magic:
    • The Season 4 episode "Equestria Games" shows that, for the duration of said games, unicorn spectators have to go through gates (looking like metal-detector walkthroughs) that neutralize the magic of their horns. This is in order to avoid any cheating.
    • In the Season 6 finale, "To Where and Back Again", Queen Chrysalis' throne is made of a Dark Stone that blocks all magic save for changeling magic within a certain radius of her hive, thereby giving her a Home Field Advantage against anyone who confronts her as even Alicorn and Chaos magic is neutralized by the throne. However, the throne has a fatal flaw in that it is vulnerable to love energy that is given willingly and not taken forcibly. Starlight Glimmer and the changeling traitor, Thorax, exploit this, and when Chrysalis' swarm turns on her, the overload is too much and the throne explodes, inevitably sealing Chrysalis' defeat.
  • The caverns that were once the veins of the Titan in The Owl House are stated to naturally resist magic due to how magically potent its blood is. While magic works just fine inside them, any projectile spell that hits the walls will bounce off without so much as a scuff mark which Hunter exploits to create a storm of Pinball Projectiles during his fight with Amity.
  • In Sabrina: The Animated Series Tim, a Muggle Born of Mages Witch Hunter uses something called a "Spell Scrambler" which scrambles a witch's spells making them useless.
  • In The Saga of Noggin the Nog, Olaf the Lofty has an artifact that grants him immunity to the effects of magic.
  • Star vs. the Forces of Evil:
    • In "Pixtopia", the mines that pixies sentence debtors to work in prevent magic from being cast.
    • In "St. Olga's Reform School for Wayward Princesses", part of the security at the eponymous Boarding School of Horrors is a "Tramorfidian crystal" that prevents use of dimensional scissors on school grounds.
  • In Steven Universe, the Homeworld Gems use special tasers and barriers that can instantly destabilize a Gem's Hard Light body, reverting them to Gem form. These are completely ineffective against Steven since he has an organic body. The tasers and barriers do little more to him than give him a minor shock akin to a joy buzzer.
  • In Wakfu, a special device can nullify magic powers in a given radius. Looking like a sphere with three mechanical eyes, it isn't too hard to neutralize: a piece of cloth covering it will do the trick. One is used in the Justice Knight's prison to inhibit the magic of the prisoners, and another in the wrestling arena of the Trool Fair to prevent cheating.

    Real Life 
  • Evil Eye charms, consisting of round beads with blue eyes painted onto them said to ward off the effects of the evil eye, have been popular in Armenia, Turkey, and countries in the Middle East since ancient times. The "evil eye" is said to be a sort of Death Glare stemmed from jealousy or just malice that could bring harm to whoever it is given to. Some people tend to see the charms more like a lightning rod. That is, they don't necessarily ward off the "evil eye" but absorb it. There are stories of the charms shattering for no reason, which is attributed to the charm absorbing a particularly potent ill will.


    Anime & Manga 
  • Glenn in Akashic Records of Bastard Magic Instructor has "Fool's World", his original magic which negates the activation of all magic in an area centred on him. The keyword being "activation", as already-activated magic is not affected. It also extends to his own magic, so Glenn is limited to martial arts and guns (and any pre-cast magic) while it's in use.
  • The Amakusa Church in A Certain Magical Index have developed a unique spell known as the "Saintbreaker", which works by temporarily sealing away the powers of a Saint and forcing them into a Brought Down to Normal state that causes their remaining holy power to go out of control and damage their bodies in addition to paralyzing them. Against Acqua of the Back, whose body has properties of Jesus and the Virgin Mary and thus making him a "special" Saint even by their standards, the resulting shut-off and conflict of holy powers causes him to explode, and he barely survives the process.
  • In Dorohedoro, when several different magics go off at the same time, they stop being effective.
  • Fairy Tail:
    • Occasionally, one of the characters will go up against an anti-mage. So far there's been one who can send out waves that negate magic, and one that can produce rope that temporarily robs one's powers while they're tied up.
    • Natsu, on occasion, has been able to produce such powerful and intense flames that he's negated magic spells through burning them away, to the caster's shock and amazement. One of the most notable examples was when he used his Dragon Force flames to tear his way out of Master Zero's Genesis Zero, which summons a swarm of phantoms to drag his victims away "into a realm of nothingness." He burst out and the phantoms could only shriek as they shriveled up in the heat. This becomes a plot point in the Alvarez Empire arc, where Natsu is able to burn away Zeref's Death Magic using Fire Dragon King Mode, move through DiMaria's Age Seal and harm her Chronos form thanks to the intense black fire of E.N.D., and finally burn away the infinite magic of Zeref wielding Fairy Heart through the sheer emotion empowering his flames.
      Zero: Such brilliant golden flames! My magic is being burned away!
    • This is part of the powerset of Wizard King August, who can nullify almost any magic used against him, no matter how powerful, including spells like Fairy Glitter and Gildarts' Crush Magic. The only exception is Holder-Type Magic (i.e. any magic that comes from an object rather than a person) because this ability is a subset of his Power Copying and while he can copy a person's magic, he can't make his body replicate an object's magic. His most powerful spell, Ars Magia, also causes this as a side-effect because the sheer magic power of it actively disrupts any other forms of magic.
  • Jujutsu Kaisen:
    • Satoru Gojo explains to Yuji that the most reliable way to counter Domain Expansion is to expand your own Domain, neutralizing the enemy Domain's sure-hit effect as both Domains engage in a tug of war for dominance.
    • Simple Domain erects a small barrier around the user, protecting them from the effects of Domain Expansion. More powerful Domains can easily tear the barrier to shreds, however.
    • Domain Amplification is a technique through which the user envelops their entire body with their Innate Domain, allowing them to neutralize the Innate Techniques of their opponent upon contact or nullify an expanded Domain's sure-hit effect. As a drawback, however, the user is left unable to utilize their own Innate Technique, forcing them to rely on hand-to-hand combat for offense. On the other hand, because Domain Expansion imbues the user's Innate Technique into the Domain's barrier, this leaves them free to use Domain Amplification within the expanded Domain.
    • Falling Blossom Emotion is a secret technique that shrouds the body with cursed energy and automatically counter-attacks when an expanded Domain's sure-hit attack makes contact. It cannot, however, block physical attacks, as demonstrated by Dagon being able to punch Naobito while the latter was defending himself from Dagon's Domain.
    • Hollow Wicker Basket is a predecessor to Simple Domain, being much less versatile in its uses. It can negate an expanded Domain's sure-hit effect, but cannot neutralize cursed techniques.
    • Angel's Innate Technique allows her (and her host, Hana Kurusu) to extinguish any and all cursed techniques, including barriers, seals and cursed objects (such as the Prison Realm holding Satoru Gojo captive). Sorcerers incarnated via cursed objects merging with living hosts are especially vulnerable to her power, but attacking them carries the inevitable risk of killing their hosts.

    Card Games 
  • Magic: The Gathering: Anti-magic for enchantments and artifacts come in a great variety of flavors, mostly white and green: there're Disenchant, Tranquility, and their many descendants.
  • The Star Wars Customizable Card Game has Sense and Alter. Sense cancels interrupts; Alter cancels effects and utinni effects (effects which give you something good or take something bad away when reached by the target). They're both canceled by Control, which also cancels immediate effects and mobile effects.
  • Yu-Gi-Oh!: One of the most potent, and readily achieved, means of accomplishing this involve a combination of "Anti-Spell Fragrance" and "Dark Simorgh". The former prevents players from using Spells without setting them face-down for a turn first (Traps naturally have this restriction)... the latter prevents your opponent from setting anything face-down, rendering Spells and Traps unplayable.note 

    Comic Books 
  • Le Collège Invisible has Néga-mages, mages who focus on a short-ranged anti-magic spell that they usually maintain permanently around them. The Rival is an apprentice Néga-mage, which has proven useful on occasions. Another secondary character is a master Néga-mage (who inspired The Rival to take the course). He still keeps his anti-magic field up even after the events of the second book broke his mind.
  • Defenders: Doctor Strange casts the Cantrips of the Onyx King, which disables all magic and any other power not held within the user's body for 30 seconds.
  • Mélusine: The village pastor once captures Mélusine inside a circle of ash, which neutralizes all of her magical powers and act as an invisible barrier. Problem: she still has her witch's broom with her, and just uses it to sweep the ash.

    Fan Works 
  • In the Discworld, the Guild of Assassins are developing the idea of Total Sensory Deprivation as a training aid. One teacher, responsible for developing the idea, has already used it as advanced training and her version of the Vimes Run for gifted but delinquent pupils. Professor Ponder Stibbons, father of a gifted student Assassin, is aware his delinquent daughter has undergone the treatment. He agrees with the Assassin who has devised the training that it would be instructive if selected magic users spent an hour in the Tank. Besides, his daughter's account has really intrigued him. But he points out that given what TSD can do to the mind, a panicked magic-user blasting off spells at imagined perils or bad memories returning as hallucinations might be, well, destructive. Ponder and a volunteer Witch, Irena Politek, take care to load each other with temporary spells, stripping away their ability to use magic once inside, before going into the Tank. Read more in the works of A.A. Pessimal.
  • The Moonstone Cup: Zlatan's specialty of magic, as Twilight finds out in research, is manipulating the physical world in order to make magic impossible in the area his opponents are standing in. She then uses it right back and does it again later.
  • When Reason Fails: The Lore of Transfiguration contains a spell that not only cancels any other spells the target has cast, it makes the target suffer a backlash depending on how powerful the nullified spells are. Decay nearly bites it when Aizawa uses said spell on him.

  • The Doppleganger duology by Marie Brennan presents its own void magic. Completely unknown until Mirage and Miryo become Mirei, it is exactly this trope, able to completely negate the spells of other witches.
  • In Sukhinov's Emerald City decalogy, the ancient wizard Thorn left three books with spells. First two books are chock full of different spells. The third contains exactly two: how to make yourself immune to magic (all, or only some kind), and how to block somebody else's ability to use magic. Using the latter, the heroine easily defeats the Disc-One Final Boss.
  • Harry Potter:
    • Finite Incantatem, a general-purpose counter-spell.
    • More specialized counter-spells such as anti-apparition, also seem to work this way. Certainly, it makes catching those slippery Death Eaters much easier for Dumbledore.
  • Welf's Will-o'-the-Wisp spell in Is It Wrong to Try to Pick Up Girls in a Dungeon? functions as this as it deliberately induces a Magic Misfire that injures the caster of the original spell. It works against both mortal spellcasters and monsters with magical abilities but the timing has to be just right to work properly.
  • Within Lawrence Watt-Evans' The Legends of Ethshar series, there exists a spell that permanently cancels wizard's magic in a large area. Forever. Since the majority of the world operates by magic, the spell has been cast exactly thrice in the history of the world: once on discovery, once as a Deadly Prank against a wizard in a flying castle, and once to negate a universal solvent that was likely to destroy the entire world if unchecked. (Note, however, that it only applies to wizardry — the other half-dozen or so forms of magic are fundamentally different, though less powerful, and so are unaffected.)
  • The Lost Years of Merlin has Negatus Mysterium, created by a group that wanted to destroy magic and those which use it, but it only works if you believe it does.
  • Rhythm of War:
    • An unusually literal example with Navani discovering how to essentially Reverse the Polarity of the local form of Mana. This "anti-Light" violently annihilates true Light on contact (much like matter and anti-matter), making anti-Light capable of utterly and irreversibly annihilating normally unkillable creatures of magic such as spren and Fused. Each different type of Light has its own corresponding anti-Light, such as anti-Stormlight and anti-Voidlight.
    • A skilled Bondsmith is also able to nullify the powers of Radiants through manipulating the metaphysical Connection of their bodies and their Stormlight. This is done by redirecting the Radiants' Connection with their Stormlight to the ground so that the light which normally fills their physical body instead attempts to fill the entire planet. This not only renders the Radiant powerless but also knocks them unconscious.
  • There are two ways to disrupt magic in Shadow Ops:
    • Nullification via Suppression, which is something anyone with the talent for magic can do, by effectively entangling the flow of someone else's magic with your own. This requires constant focus to do, and particularly powerful magic users (like Scylla) require multiple people suppressing them to lock them down.
    • The second method is a specific school of magic (restricted to one person, Colonel Bookbinder, only thus far), and involves directly harnessing a person's magical ability and temporarily removing it completely and "enchanting" something with that power. This allows one to, for example, extract the magic from a Hydromancer to enchant a machinegun's bullets with intense frost, allowing it to hurt and kill fire-based creatures.

    Live-Action TV 
  • In Buffy the Vampire Slayer, the anti-magic spell has to be constantly chanted and prevents only direct damage by magic. Other things done by magic, however, are unaffected. So, while Willow couldn't fry somebody with energy blasts while the spell was being chanted, she could still amplify her own physical strength and kick their asses.
  • There's a spell in Charmed that can negate a witch's magic for as long as the spell's caster lives, though it was never used by the protagonists due to being very dark magic (the main ingredient needed for casting it is a fresh human heart).
  • It's apparently supposed to be sufficiently advanced technology that works like magic in some respects, but in Kamen Rider Ryuki and its adaptation Kamen Rider Dragon Knight Gai/Thrust's "Confine Vent" card causes any attack used against him to simply disappear. This extends to attacks that are assisted by an opponent's Advent Beast—the beast fades away as well. How this works, and how it is that the beast can always be summoned again just as easily, isn't made clear.

    Tabletop Games 
  • In Ars Magica, the Parma Magica (and the magic resistance it grants) is the primary reason for the ascendancy of the Order of Hermes.
  • In The Dark Eye priests of Praios can create anti-magic zones, and rarely the god himself does so. Some places like the city of Beilunk became permanently anti-magical this way. There are also anti-magical magic spells specialized on certain attributes (transformation, damage, etc.), including rumors about anti-antimagic.
  • Dungeons & Dragons has several of various potency.
    • Globe of invulnerability and lesser globe of invulnerability stops low-level spells from affecting everything in the area. More powerful spells still work, though, but it deprives most spellcasters of their basic arsenal.
    • At higher levels, there's the antimagic field spell and its psionic equivalent, null psionics field. These are area-effecting, preemptive dispelling zones. Notable for it being possible to render them permanent, making playing a "pure" caster with no non-magical combat or utility abilities something of a gamble even when dungeon-diving. Getting arrested at a high enough level by a protagonist faction pretty much guarantees anti-magic in your cell.
    • Third edition has two variants: antimagic aura (Magic of Faerun sourcebook), which is a touch spell affecting a single creature and its equipment, and antimagic ray (Draconomicon), which is a distance spell affecting a single creature but not its equipment (even wands or scrolls, for example, can still work). Both can be used either to suppress the powers of a magic-user, or as a great magical defense for a more combat-oriented character.
    • The forceward spell acts like antimagic field, but only against magical force effects (including a wall of force, which is otherwise unaffected by the standard antimagic field).
  • Earthdawn: Wizards have a 5th circle spell called "Counterspell" which allows them to raise the magic defense of a target to ridiculous levels.
  • GURPS has a lot of these.
    • Static prevents a specific power type (magic, psi, "super") from working on the target.
    • "Magic Resistance" makes resisting magic easier and also makes spells cast on the target more likely to go horribly wrong.
    • "Mana Damper" reduces the amount of mana in the environment making magic harder to use.
    • "Drain Mana" can permanently rid an area of ambient mana—neither spells nor magic items will work in that area, and powerstones won't recharge. It's an expensive and risky spell (a critical failure costs the caster 1 level of magical aptitude), but useful in designing jails and fortresses.
  • Mage: The Awakening: A Prime spell creates "mage armor," an inherent defense that only works on spells, but reduces the success rate of all magic.
  • Similarly, the Anti-magic Circle from Rifts.
  • In Robo Rally, the option damping field disables all other options within its range.

    Video Games 
  • Arcanum: Of Steamworks & Magick Obscura: One of the spell colleges is a magic nullification discipline. Among the available spells is one to make yourself immune to magic, and even reflect hostile magic back. It is easily the most useless college in the game, a fact the game itself lampshades in conversation with a mage that specializes in it.
  • Baldur's Gate: Mages are actually the most resistant to magic in this game. What makes mages so powerful is not their damage, as physical attackers are much better at that, but their ability to gain protection from all magic, including magical weapons, so pretty much EVERYTHING. The only way to nullify or repel the protections is with another mage or through the powerful Dispel Magic of the Inquisitor and is the sole reason why the Inquisitor kit is so powerful.
  • Dark Souls has the miracle Vow of Silence, which prevents casting of spells, miracles, and even pyromancy by all players, including the caster. While the Demon's Souls example (below) wasn't used very often due to lag problems and not being able to nullify miracles, Vow of Silence isn't used much because it occupies two slots and has only two uses, coupled with a measly 30-second duration. The fact that it requires a stat-investment that would only make sense on a caster and that it can screw over your own allies doesn't help either.
    • There's also the miracle, Great Magic Barrier, which basically nullifies 90% of magic damage.
  • Demon's Souls has the miracle Anti-Magic Field, which for a short period of time prevents all magic from being used within a certain radius of the user. Miracles, which are kinda-sorta White Magic, can still be used however.
  • Dragon Age:
    • Mages can learn the Glyph of Neutralization, which dispels all spell effects, drains all mana, and negates all magic, both incoming and outgoing, within the radius of the glyph.
    • The spell Mana Clash drains the mana from any enemy mage in its target radius and deals damage proportional to the mana lost, often killing them immediately.
    • During the Mage Origin, Jowan, Lily and Mage Warden have an Oh, Crap! moment when they realise that the reason why the Rod of Fire is not melting the lock of the Phylactery Chamber and neither mage can cast spells is because the Templars have carved wards into the door frame.
  • In Elden Ring, the incantation "Law of Regression" dispels active magical buffs and effects in a wide area around itself by forcing everything to "regress" back to its natural state. If cast in combat against someone using magic, it will instantly dispel magical projectiles, though the casting time of Law of Regression makes this tricky. This also removes illusion effects as well, and in one sidequest the spell can be used to reveal that the goddess Marika and her husband Radagon are in fact the same person.
  • The Elder Scrolls:
    • Morrowind and Oblivion:
      • Both games have the Silence spell, which takes away the target's ability to use magic entirely. Morrowind also has a weaker version of Silence called Sound, which makes it harder for mages to cast spells by creating a disorienting noise in their minds.
      • Both games also have the Dispel spell, which immediately cancels almost any spell-based effects on a target. It does not, however, affect abilities, diseases, curses, or enchantment effects (either from weapons or apparel).
    • In the in-universe book The Firsthold Revolt, the titular rebel army was launching an assault on an enemy fortress where they were expecting a large number of wizards to be defending the walls. To counter this, they cast an enormous amount of anti-magic spells on their troops, only to discover the defenders were primarily archers. Not only were they riddled with arrows, but the anti-magic spells they cast on their troops also prevented healing spells from working on their troops, resulting in massive casualties and total defeat when the loyalists counter-attacked. It would later be discovered that the spy who told the rebels of the supposed number of wizards they would be facing was, in fact, a loyalist double-agent.
  • Final Fantasy:
    • Celes of Final Fantasy VI has the ability to convert all magic cast into her MP for one turn at a time. Fairly useless, magic is usually your best offense.
    • Certain specific bosses (particularly bosses that use 90% magic attacks but are vulnerable to physical attacks) are rendered entirely impotent by the Runic ability. The problem is finding those bosses at a time when Celes is in the party.
    • In some Final Fantasy games, spells that protect a party member from magic attacks will also block friendly spells, such as Cure. This can be quite annoying.
    • Silence is one of the Final Fantasy series' Status Effects, and prevents magic and other MP-using skills from being used when it's in effect. Several spells and items have the ability to silence an enemy, including the Mute spell from the original Final Fantasy, which is a must-use on Astos to keep him from using his insta-death Rub spell on you or taking you out with his other high-damage spells.
    • Other Anti-Magics from the series seen here and there include Dispel (removes magical buffs/debuffs like Float) and spells that drain or remove a target's MP.
  • Final Fantasy Tactics: "Mind Shield" protects the mind from being attacked properly by anything, even magic.
  • In Golden Sun, there is a spell called Bind which stops magical abilities. However, when used against you this mostly just hinders your healer, as you can still use Djinn and Summons. And most enemies have "Monster Abilities" which can look like magic and function like magic, but are not considered magic.
  • Guild Wars features several such spells: Obsidian Flesh (slows the user down, boosts armour, all targeted spells fail), Spell Breaker (all targeted spells fail), and Shadow Form (all targeted spells fail, all attacks against user miss, and yes, it's exactly as imbalanced as it sounds). There's also Spell Shield, which prevents targeted spells while the user is casting, and Shroud of Silence, which prevents spellcasting in the first place.
  • Heroes of Might and Magic also has an anti-magic spell that makes any unit immune to magic for a couple of turns.
  • Luminous Arc 2 has Silver Magic, which nullifies the far more common Elemental Magic, though is a completely lost art (the one human who can do it is four thousand years old). Notably, Silver Magic has no problem nullifying other Silver Magic, either.
  • Magicka's "Nullify" Magick. Casting it will eliminate all status effects from the caster, and most currently-active magicks and spells on the battlefield. Shields? Gone. Summoned minions? Gone. Given that it's mostly for removing debuffs from yourself (of which there are not many) you'd think it's not much use, until... Grimnír's Mirror Image in the Mind Duel sequences? Also gone. It's also very easy to cast rapidly and has a short animation, unlike some of the other Magicks. Not much of a Useless Useful Spell any more, huh?
  • Pokémon has the move Safeguard, which protects the user's party against all status conditions, such as Poison or Burn.
  • Downplayed in Shadowrun Returns. There are no total magic nullifiers, but Adepts can learn Magic Resistance, which offers increasing levels of Cover against magic attacks. The stronger a person's Willpower, the less likely any magic spell will work on them, presumably because the target convinces themselves that the giant firebolt hurling towards them isn't going to hit them, so it doesn't.
  • Shin Megami Tensei: The Makajam spell line, which inflicts the Silence status effect.
  • In Skies of Arcadia, Aika's Delta Shield prevents all magic from working on the party—even beneficial magic. This is easily circumvented with items, though.
  • In the Star Wars Dark Forces Saga game series, the Force Absorb ability, as the name suggests, absorbs any pure Force ability directed at the player. This comes at the cost of not being able to regenerate Force energy normally, and the A.I. is smart enough not to use Force abilities on the player as long as it's up.
  • Titan Quest: Implied in name, by the rare "Anti-Magic Robes" of the Immortal Throne expansion.
  • Warframe: The Corpus have several units with abilities that can counter Void powers—which is to say, all of the Tenno special abilities (including Operator powers). Nullifiers are the most common, projecting a sphere centered on themselves that cancels any Void powers in their radius. Various Scramba enemies do something similar, and the Null Bursa can shoot grenades that create the same field. Finally, while magnetic damage doesn't directly interfere with Void powers, it drains the energy of anyone hit with it.
  • World of Warcraft:
    • The most straight-up example of this trope is a Death Knight talent that creates an Anti-Magic zone. The zone doesn't prevent spellcasting, but it greatly reduces magic damage taken by party members inside it. Death Knights also have a self-cast anti-magic shell, which has the same effect as the zone but also stops them from being afflicted with curse-like spell effects, and can actually absorb the power of the spells to throw back at the attacker.
    • Warcraft III has several ways of magic canceling. There are some like resistant skin that merely blocked most enemy spells, but also pure magic immunity, meaning no heals or buffs either.
    • Mountain Giants in The Frozen Throne has a research that made them take less damage from spells as well as outright ignore weaker ones.
    • Then there's the Mana Burn spell on Demon Hunters and some demonic units that causes the target's mana to "combust", consuming the target's mana and dealing them damage equal to the amount of mana burned. Spell Breakers have this as a passive ability: they fry mana with every hit and since non-hero mages usually have mana equal or higher than their health... Oh, and said anti-mana attacks deal extra damage to summoned creatures.

    Visual Novels 
  • Anti-Magic Field is a spell in Tyrion Cuthbert: Attorney of the Arcane with the following description:
    "While concentrating on this spell, the caster forms a 10ft radius sphere that nullifies all magic within it. Any spell effect that enters the sphere instantly dissipates. And any mage that tries to cast a spell within this zone will fail to do so. If this zone of anti-magic overlaps with any other magical nullification effect, the two effects will cancel each other out."

    Web Comics 
  • The Order of the Stick:
    • Being based on Dungeons & Dragons, the anti-magic field spell is naturally making an appearance, much to V's misfortune as they're fighting a freakin' dragon.
      Black Dragon: You are as skilled as my information led me to believe. I must admit, I too have a passion for the arcane arts... even moreso than others of my kind. I am curious however... What would happen if we turned the magic off? Anti-magic Field.
      [the Forcecage that V had cast disappears where the anti-magic field touches it, and V falls to the ground as their flight spell is cancelled]
      Black Dragon: Fascinating. It appears that you cease to be a mighty wizard and become a fragile pointy-eared monkey. While I? I am still a dragon.
    • The Empire of Blood's Bloodstone Correctional Facility (a prison for gladiators) features anti-magic cells.
  • TwoKinds has "Dispel", which "shuts off" Mana flow. No Mana, no magic. Less effective on highly trained enemies, because they can absorb Mana from the ground for just such a contingency. Trace can apparently do it instinctively.
    • Averted when it comes to Black Magic; there is no known way to dispel magic that uses "Dark Mana", a residual waste product made from draining the life-force of the earth. Mostly because it's insanely powerful and insanity-inducing, preventing safe research.

    Western Animation 
  • My Little Pony: Friendship Is Magic:
    • Twilight Sparkle's barrier from the ending of "The Return of Harmony" completely negates Discord's magic within a certain radius. It even turns the checkerboard-print ground (It Makes Sense in Context) back into normal grass when she lands.
    • At the beginning of "Keep Calm and Flutter On", Celestia casts a protective spell on the Elements of Harmony to ensure that Discord can't just teleport them away like he did at the beginning of the above-mentioned episode(s).
  • Subverted in The Owl House episode "Through the Looking Glass Ruins" where Gus tricks Bria into thinking that their magic isn't working by blanketing the graveyard they're inside in one giant illusion and hiding the effects of their spells.


Video Example(s):


Black Rock

Black Rock is a substance that blocks out a lot of paranormal frequencies, making it excellent material for containing OoPs. Darling calls it paranatural lead.

How well does it match the trope?

5 (9 votes)

Example of:

Main / AntiMagic

Media sources: