Arid

An Arid is a human being that possess the gene 45 CFR 46. This is a natural occurring phenomenon. Some individuals with gene live out their lives without ever knowing that they even have the gene. Others are able to find ways to peacefully co-exist with magical societies. While others discovered they have a knack for mage hunting.

**Important: An Arid's alignment is based on the environment that they grew up in and the individual choices that they make along the way. Please do not generalize alignments! The Arids that work with the Mage Hunters are brainwashed!**

## Appearance

Arids look exactly like a typical human. There are no physical identifying marks or features that make them stand out, what so ever. From afar, they blend in among non mages as just one of a crowd.

## Effects of being near an anti-magic field

The frequency of the gene within the individual impacts the effect.

* Rare expression: Magic resistance
* Low expression: Magic immune although the field is limited to the person.
* Moderate expression: Anti-magic field up to 10 feet. Exact amount varies by the individual.
* High expression: Anti-magic field up to 100 feet. Exact amount varies by the individual.

The anti-magic sphere of an Arid is exceptionally disruptive.

* **All beings with magic will grow progressively more ill** the longer they are within that space. The more powerful the mage, the sicker they become. If a mage were to stay in the presence of an anti-magic field for a prolonged period, they would eventually die.
	+ **A small creature of pure magic might** **instantly die** (for example, a pixie or other creature with very low HP), for their life force is reliant on the magic that has been cut off. A larger creature of pure magic may only have under a minute to escape before facing death (because of higher HP). This includes battle pets.
* **All new spells** that travel through the space of an anti-magic field will fizzle the moment the spell enters its field of influence, including spells cast at the Arid, at targets within its sphere of anti-magic, and at targets on the far side of its sphere.
* **All existing spells and effects,** no matter how powerful, are immediately cancelled once an Arid crosses their path. This includes conjured creatures. Any summoned creatures are immediately banished back from whence they came.
* **All magical wards** are treated as if they do not exist. If a ward's primary power sigil comes into the anti-magic field's path, the whole ward will collapse; if one of the ward's support nodes is impacted, then a section will cease to function even after the anti-magic field passes. This is exceptionally problematic in buildings that rely on magic to stay standing.
* **All distance scrying spells,** if stationed outside of the anti-magic field of influence, are incapable of transmitting imagery or sounds of what is within the sphere of anti-magic. It appears as a nothingness, a hole in reality. The moment the scrying spell's location is absorbed into the sphere, it is cancelled.
* **All magical items cease to function** while within the sphere of influence. Prolonged stays of a few minutes or more within the anti-magic field may completely purge some magic artifacts and potions of their enchantments and abilities; more powerful items take longer before they are fully disenchanted.

### Warning Signs that an anti-magic field is nearby

Since their sphere of influence can reach straight through walls, earth, and wards, there are ways to tell that an anti-magic field is nearby even if you cannot see it. If these symptoms are occurring, leave the area immediately!

* A steadily growing sense of vertigo and/or nausea with no warning
* Inability to cast even the simplest of spells
* Existing spell effects suddenly vanishing before expected to wear off, including magic shields and illusions
* Conjured items including weapons, walls, and conjured pets suddenly vanishing
* Summoned creatures suddenly vanishing
* Wards, scrying spells, and/or divining spells suddenly cancelled or have unnerving holes with no warning
* Buildings that rely on magic to stay architecturally sound are suddenly collapsing

### Recovery time

The moment a mage leaves an anti-magic field, they may be **momentarily stunned** as magic floods back into them: it is like having a blindfold ripped off in front of a spot light. However, this does NOT mean they are able to cast, yet: the anti-magic field's influence causes such a disruption to a mage's senses that **spells will still fizzle**, as their innate magic is now like a dirty, churning puddle rather than the clear, flowing stream it should be. **The longer they were in the presence of an anti-magic field, the greater this disruption**. There is a recovery time before the nausea and vertigo fade and the caster's access to magic returns.

**The recovery time** is based on **length of exposure** and **how powerful and trained the mage is** (roughly by age, among students, and by spell points for battle pets).

## Important for all Students

* **A commonly employed tactic for Mages who are avoiding anti-magic field** is to set items with small enchantments around the area or as an outer ward, or to roll enchanted marbles ahead of the group. **If the item's magic vanishes (ex: a glowing marble goes dark), it is a warning that an anti-magic field ahead.**