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<blockquote data-quote="Kerrick" data-source="post: 3805575" data-attributes="member: 4722"><p>Antimagic Field</p><p>[sblock]Abjuration</p><p><strong>Level:</strong> Clr 8, Sor/Wiz 6</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 10 ft.</p><p><strong>Area:</strong> 10-ft.-radius emanation, centered on you</p><p><strong>Duration:</strong> 10 minutes/level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> See below</p><p> An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of most nonepic magic items or spells within its confines.</p><p></p><p> An antimagic field has can suppress any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. The caster of the field must make a caster level check against the spell or effect when it is used within, brought into, or cast into the area; if the caster level check succeeds, the spell or effect is suppressed. Time spent within an antimagic field counts against the suppressed spell’s duration. </p><p></p><p> Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) </p><p></p><p> A normal creature can enter the area, as can normal missiles. Any magical weapons or armor brought into the field must make a Will save or have their magical abilities be suppressed while within the field, even if they exit and reenter. Magic weapons that do not function magically within the field are still weapons (and masterwork weapons at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though disjunction might. </p><p></p><p> Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts, epic spells, and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.</p><p></p><p> Arcane Material Component: A pinch of powdered iron or iron filings.[/sblock]</p><p></p><p>Darkness</p><p>[sblock]Evocation [Darkness]</p><p><strong>Level:</strong> Brd 3, Clr 3, Sor/Wiz 3</p><p><strong>Components:</strong> V, M/DF </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> Medium or Touch </p><p>Area or Target: 20-ft. radius or object touched</p><p><strong>Duration:</strong> 10 min./level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p> This spell can be cast either on a point in the air or on an object. In either case, darkness falls over the area of effect. All creatures in the area are considered blind (-2 to AC, no Dex bonus to AC, move is limited to half speed, and -4 to Search checks and most Strength- and Dex-based skills), but they also gain total concealment (50% miss chance). Low-light vision does not enable a creature to see through the darkness, but darkvision reduces the blackness to shadowy dimness (can see up to 5 feet, but creatures in that area have concealment; anything beyond 5 feet has total concealment). Spells like true seeing enable them to see normally, and creatures with blindsense suffer no penalty.</p><p></p><p> If the spell is cast on a point in the air, it is immobile. If it is cast on an object, it is tied to that object and can be moved.</p><p></p><p> Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.</p><p></p><p> If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.</p><p> Darkness counters or dispels any light spell of equal or lower spell level. </p><p></p><p> Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.</p><p></p><p><strong>Changes made:</strong> Level adjusted, and the spell is actual darkness, not "shadowy illumination". Darkvision grants limited sight in the darkness.</p><p></p><p>(Bumping this up to L3 also opens some room for a lesser spell that does create "shadowy illumination", like circle of shadows - see below.)</p><p></p><p>Circle of Shadows</p><p>Evocation (Darkness)</p><p><strong>Level:</strong> Brd 1, Clr 1, Sor/Wiz 1</p><p><strong>Components:</strong> V, M/DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium or Touch</p><p>Area or Target: 20-ft. radius or object touched</p><p><strong>Duration:</strong> 10 min./level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p> This spell can be caster either on a point in the air or on an object. In either case, a veil of shadows falls over the area of effect. All creatures in the area have concealment (20% miss chance). Creatures with low-light vision have limited sight in the shadows (anything within 5 ft. has no concealment), but those with darkvision can see normally, and those with blindsense can also operate normally. </p><p></p><p> Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by circle of shadows.</p><p></p><p> If this spell is cast on a small object that is then placed inside or under a lightproof covering, its effect is blocked until the covering is removed.</p><p></p><p> Circle of shadows counters or dispels any light spell of equal or lower spell level. </p><p> Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.[/sblock]</p><p></p><p>Deep Slumber (and Sleep)</p><p>[sblock]Deep Slumber</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p><strong>Level:</strong> Brd 3, Sor/Wiz 3 </p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels) </p><p> This spell functions like sleep, except that it affects 10 HD of creatures, +1 HD per caster level (maximum 15 HD).</p><p></p><p></p><p>Sleep</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p><strong>Level:</strong> Brd 1, Sor/Wiz 1 </p><p><strong>Components:</strong> V, S, M </p><p><strong>Casting Time:</strong> 1 round </p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level) </p><p><strong>Area:</strong> One or more living creatures within a 15-ft.-radius burst </p><p><strong>Duration:</strong> 1 min./level </p><p><strong>Saving Throw:</strong> Will negates </p><p><strong>Spell Resistance:</strong> Yes </p><p> A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures, +1 HD per caster level (maximum 10 HD). Creatures with the fewest HD are affected first.</p><p></p><p> Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. </p><p></p><p> Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). </p><p></p><p> Sleep does not target unconscious creatures, constructs, or undead creatures. </p><p> Material Component: A pinch of fine sand, rose petals, or a live cricket. </p><p></p><p><strong>Changes made:</strong> Scaled progression for number of HD affected; AoE increased to 15 ft. to account for more HD of creatures.[/sblock]</p><p></p><p>Disjunction</p><p>[sblock]Abjuration</p><p><strong>Level:</strong> Magic 9, Sor/Wiz 9</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One spellcaster, creature, or object; or a 30-ft.-radius burst</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will negates (object)</p><p><strong>Spell Resistance:</strong> No</p><p> Disjunction functions like dispel magic except as noted below.</p><p></p><p> Targeted Dispel: Disjunction automatically dispels any single spell or effect of non-divine origin and lower caster level. Against spells with a higher caster level, the caster must make a dispel check. Magic items must make a Will save or be rendered permanently nonmagical. Artifacts cannot be affected by a disjunction. Items inside an antimagic field cannot be targeted.</p><p></p><p> Area Dispel: There is no maximum caster level for the caster level check to dispel ongoing spells and effects. Unlike dispel magic, disjunction has a chance to dispel multiple spells active on a creature - it checks for every spell. Magic items must make Will saves or have its magical properties suppressed for 1d4 rounds. The caster has a 1% chance per caster level of destroying an antimagic field. If the field survives, no items within it are subject to the dispel effect.</p><p></p><p> Counterspell: Disjunction automatically succeeds when used as a counterspell, unless the other caster is also casting a disjunction, in which case caster level checks must be made as normal. Disjunction can be used to counterspell an epic spell, but the caster must make a caster level check.</p><p></p><p>Changes made: Numerous.[/sblock]</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3805575, member: 4722"] Antimagic Field [sblock]Abjuration [b]Level:[/b] Clr 8, Sor/Wiz 6 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 standard action [b]Range:[/b] 10 ft. [b]Area:[/b] 10-ft.-radius emanation, centered on you [b]Duration:[/b] 10 minutes/level (D) [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] See below An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of most nonepic magic items or spells within its confines. An antimagic field has can suppress any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. The caster of the field must make a caster level check against the spell or effect when it is used within, brought into, or cast into the area; if the caster level check succeeds, the spell or effect is suppressed. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Any magical weapons or armor brought into the field must make a Will save or have their magical abilities be suppressed while within the field, even if they exit and reenter. Magic weapons that do not function magically within the field are still weapons (and masterwork weapons at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though disjunction might. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts, epic spells, and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Arcane Material Component: A pinch of powdered iron or iron filings.[/sblock] Darkness [sblock]Evocation [Darkness] [b]Level:[/b] Brd 3, Clr 3, Sor/Wiz 3 [b]Components:[/b] V, M/DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium or Touch Area or Target: 20-ft. radius or object touched [b]Duration:[/b] 10 min./level (D) [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No This spell can be cast either on a point in the air or on an object. In either case, darkness falls over the area of effect. All creatures in the area are considered blind (-2 to AC, no Dex bonus to AC, move is limited to half speed, and -4 to Search checks and most Strength- and Dex-based skills), but they also gain total concealment (50% miss chance). Low-light vision does not enable a creature to see through the darkness, but darkvision reduces the blackness to shadowy dimness (can see up to 5 feet, but creatures in that area have concealment; anything beyond 5 feet has total concealment). Spells like true seeing enable them to see normally, and creatures with blindsense suffer no penalty. If the spell is cast on a point in the air, it is immobile. If it is cast on an object, it is tied to that object and can be moved. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level. Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal. [b]Changes made:[/b] Level adjusted, and the spell is actual darkness, not "shadowy illumination". Darkvision grants limited sight in the darkness. (Bumping this up to L3 also opens some room for a lesser spell that does create "shadowy illumination", like circle of shadows - see below.) Circle of Shadows Evocation (Darkness) [b]Level:[/b] Brd 1, Clr 1, Sor/Wiz 1 [b]Components:[/b] V, M/DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium or Touch Area or Target: 20-ft. radius or object touched [b]Duration:[/b] 10 min./level (D) [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No This spell can be caster either on a point in the air or on an object. In either case, a veil of shadows falls over the area of effect. All creatures in the area have concealment (20% miss chance). Creatures with low-light vision have limited sight in the shadows (anything within 5 ft. has no concealment), but those with darkvision can see normally, and those with blindsense can also operate normally. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by circle of shadows. If this spell is cast on a small object that is then placed inside or under a lightproof covering, its effect is blocked until the covering is removed. Circle of shadows counters or dispels any light spell of equal or lower spell level. Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.[/sblock] Deep Slumber (and Sleep) [sblock]Deep Slumber Enchantment (Compulsion) [Mind-Affecting] [b]Level:[/b] Brd 3, Sor/Wiz 3 [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) This spell functions like sleep, except that it affects 10 HD of creatures, +1 HD per caster level (maximum 15 HD). Sleep Enchantment (Compulsion) [Mind-Affecting] [b]Level:[/b] Brd 1, Sor/Wiz 1 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 round [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Area:[/b] One or more living creatures within a 15-ft.-radius burst [b]Duration:[/b] 1 min./level [b]Saving Throw:[/b] Will negates [b]Spell Resistance:[/b] Yes A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures, +1 HD per caster level (maximum 10 HD). Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. Material Component: A pinch of fine sand, rose petals, or a live cricket. [b]Changes made:[/b] Scaled progression for number of HD affected; AoE increased to 15 ft. to account for more HD of creatures.[/sblock] Disjunction [sblock]Abjuration [b]Level:[/b] Magic 9, Sor/Wiz 9 [b]Components:[/b] V [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One spellcaster, creature, or object; or a 30-ft.-radius burst [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will negates (object) [b]Spell Resistance:[/b] No Disjunction functions like dispel magic except as noted below. Targeted Dispel: Disjunction automatically dispels any single spell or effect of non-divine origin and lower caster level. Against spells with a higher caster level, the caster must make a dispel check. Magic items must make a Will save or be rendered permanently nonmagical. Artifacts cannot be affected by a disjunction. Items inside an antimagic field cannot be targeted. Area Dispel: There is no maximum caster level for the caster level check to dispel ongoing spells and effects. Unlike dispel magic, disjunction has a chance to dispel multiple spells active on a creature - it checks for every spell. Magic items must make Will saves or have its magical properties suppressed for 1d4 rounds. The caster has a 1% chance per caster level of destroying an antimagic field. If the field survives, no items within it are subject to the dispel effect. Counterspell: Disjunction automatically succeeds when used as a counterspell, unless the other caster is also casting a disjunction, in which case caster level checks must be made as normal. Disjunction can be used to counterspell an epic spell, but the caster must make a caster level check. Changes made: Numerous.[/sblock] [/QUOTE]
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