Karsite
What is Karsite?
Karsite is a rare anti-arcane crystal formed in regions where the Weave has been violently scarred or inverted. Rather than stabilizing magic, karsite actively disrupts, consumes, and rejects arcane flow, making it anathema to spellcasters across Faerûn.
Karsite resonates with an inverted lattice of the Weave, commonly referred to as the Karsite Weave, most notably found in regions such as the Plaguewrought Lands. Objects forged or infused with karsite hum faintly with hostile resonance, warping spellwork in their vicinity.
Karsite is widely regarded as the metaphysical antithesis of Aetherium.
Karsite (Weapon or Ammunition Modifier)
Weapon (any) or Ammunition, rare
Requires attunement by a non-spellcaster of Mystra’s Weave
Weapons and ammunition infused with karsite are designed to punish spellcasting and destabilize active magic, making them favored tools of mage-slayers and arcane inquisitors.
Spellripper. When you hit a creature that is concentrating on a spell, that creature makes its saving throw to maintain concentration with disadvantage.
Antimagic Sting. When you hit a creature capable of casting spells through Mystra’s Weave, the target takes an additional 1d4 force damage.
• This damage increases to 2d4 if the creature is currently benefiting from an active spell.
Consumptive Magic. When you score a critical hit against a creature that can cast spells, the target must succeed on a DC 15 Constitution saving throw or lose one expended spell slot of its lowest available level.
Cursed Material. A spellcaster attempting to attune to a karsite weapon automatically fails the attunement and takes 4d6 psychic damage. Karsite weapons resonate in the presence of active magic, shedding dim crimson light in a 5-foot radius when within 30 feet of a spell being cast.
Variant: Karsite ammunition (arrows, bolts, bullets) is consumed on use but retains all listed properties.
• Ammunition does not require attunement.
Karsite (Armor Modifier)
Armor (any), rare
Requires attunement by a non-spellcaster of Mystra’s Weave
Armor inlaid with karsite crystal creates a localized dead-zone in the Weave, disrupting incoming spellcraft at the cost of constant arcane pressure.
Arcane Wardbreaker. While wearing this armor, you have advantage on saving throws against spells and other magical effects.
Weave Disruption. When a creature you can see casts a spell within 30 feet of you that targets only you, you may use your reaction to force the caster to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
• On a failure, the spell fizzles and the spell slot is expended.
• This property can be used once per long rest.
Cursed Material. A creature capable of casting spells through Mystra’s Weave cannot attune to or wear karsite armor. If such a creature attempts to do so, it takes 6d6 psychic damage and is blinded until the end of its next turn. While within 10 feet of a spellcaster, the armor emits a low hum as faint red fractures ripple through the air.
Karsites
Bloodline of the Shattered Weave
Karsites are the mortal descendants of Karsus, the archwizard whose apotheosis attempt fractured the Weave and brought about the fall of Netheril. His sin etched itself into his lineage, manifesting as a bloodline fundamentally incompatible with arcane spellcasting.
Karsites cannot cast spells through Mystra’s Weave. Instead, they instinctively absorb, dampen, and resist magic, converting arcane pressure into physical resilience and predatory instinct.
They are widely considered the natural nemesis of the Aetherborn.
Arcane Antipathy
Karsites experience magic as a hostile force. Prolonged exposure to spellcasting environments causes discomfort, agitation, or violent instinctive responses.
Many Karsites develop heightened reflexes, resilience, and supernatural awareness of spellcraft.
Mage-Slayers
Over centuries, Karsite enclaves refined their curse into doctrine. Trained as relentless mage-slayers, they waged a covert and brutal conflict against arcane societies, focusing especially on the Aetherborn and high-magic civilizations.
This conflict culminated in the Aether–Karsite Shadow Wars, a centuries-long struggle fought in ruins, hidden orders, and erased histories.
The Sundering of Shaethra
Karsite civilization was believed destroyed during the Sundering of Shaethra (circa 157 DR), a catastrophic event that scattered their strongholds and shattered their bloodline’s cohesion.
Most scholars consider the Karsites extinct.
Whispers of Survival
Despite official histories, rumors persist. Across Faerûn, individuals with unnatural spell resistance, instinctive hostility toward magic, or unexplained resilience continue to appear.
Whether these are diluted descendants, deliberate breeding lines, or something newly awakened remains unknown.