Page 195 - DnD_5e_Players_Handbook_(BnW_OCR)
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Areas of Magic. The area of another spell or magical   move to the nearest safe spot from  which it can’t see
                       effect, such as fireball, can’t extend into the sphere.  the target. If the creature m oves m ore than 60 feet from
                       If the sphere overlaps an area of magic, the part of   the target and can’t see it, the creature is no longer
                       the area that is covered by the sphere is suppressed.  frightened, but the creature becom es frightened again if
                       For example, the flames created by a wall o f fire are   it regains sight of the target or m oves within 60 feet o f it.
                       suppressed within the sphere, creating a gap in the wall   Sympathy. The enchantment causes the specified
                       if the overlap is large enough.                   creatures to feel an intense urge to approach the target
                        Spells. Any active spell or other magical effect on a   while within 60 feet o f it or able to see it. W hen such a
                       creature or an object in the sphere is suppressed while   creature can see the target or com es within 60 feet of it,
                       the creature or object is in it.                  the creature must succeed on a W isdom  saving throw or
                        Magic Items. The properties and powers of        use its movement on each o f its turns to enter the area
                       m agic items are suppressed in the sphere. For    or move within reach of the target. W hen the creature
                       example, a +1 longsword in the sphere functions as a   has done so, it can’t willingly move away from  the target.
                       nonm agical longsword.                              If the target dam ages or otherwise harms an affected
                        A m agic w eapon’s properties and powers are     creature, the affected creature can make a W isdom
                       suppressed if it is used against a target in the sphere or   saving throw to end the effect, as described below.
                       wielded by an attacker in the sphere. If a magic weapon   Ending the Effect. If an affected creature ends its
                       or a piece of magic ammunition fully leaves the sphere   turn while not within 60 feet of the target or able to see
                       (for example, if you fire a m agic arrow or throw a magic   it, the creature makes a W isdom  saving throw. On a
                       spear at a target outside the sphere), the m agic of the   successful save, the creature is no longer affected by
                       item ceases to be suppressed as soon as it exits.  the target and recognizes the feeling o f repugnance or
                        Magical Travel. Teleportation and planar travel   attraction as magical. In addition, a creature affected by
                       fail to work in the sphere, whether the sphere is the   the spell is allowed another W isdom  saving throw every
                       destination or the departure point for such magical   24 hours while the spell persists.
                       travel. A portal to another location, world, or plane of   A creature that successfully saves against this effect
                       existence, as well as an opening to an extradimensional   is immune to it for 1  minute, after which time it can be
                       space such as that created by the rope trick spell,   affected again.
                       temporarily closes while in the sphere.
                        Creatures and Objects. A creature or object      A r c a n e   E y e
                       sum m oned or created by m agic temporarily winks out   4th-level divination
                       of existence in the sphere. Such a creature instantly   Casting Time:  1  action
                       reappears once the space the creature occupied is no   Range: 30 feet
                       longer within the sphere.                         Components: V, S, M (a bit of bat fur)
                        Dispel Magic. Spells and magical effects such as   Duration: Concentration, up to  1  hour
                       dispel magic have no effect on the sphere. Likewise, the
                                                                         You create an invisible, magical eye within range that
                       spheres created by different antimagic field spells don’t
                                                                         hovers in the air for the duration.
                       nullify each other.
                                                                          You mentally receive visual information from the eye,
                       A n t i p a t h y / S y m p a t h y               which has normal vision and darkvision out to 30 feet.
                       8 th-level enchantment                            The eye can look in every direction.
                                                                          As an action, you can move the eye up to 30 feet in
                       Casting Time:  1  hour
                                                                         any direction. There is no limit to how far away from
                       Range: 60 feet
                                                                         you the eye can move, but it can’t enter another plane
                       Components: V, S, M (either a lump of alum soaked in
                                                                         o f existence. A solid barrier blocks the eye’s movement,
                        vinegar for the antipathy effect or a drop of honey for
                                                                         but the eye can pass through an opening as small as  1
                        the sympathy effect)
                                                                         inch in diameter.
                       Duration:  10 days
                       This spell attracts or repels creatures of your choice.   A r c a n e   G a t e
                       You target som ething within range, either a Huge or   6 th-level conjuration
                       smaller object or creature or an area that is no larger   Casting Time:  1  action
                       than a 200-foot cube. Then specify a kind of intelligent   Range: 500 feet
                       creature, such as red dragons, goblins, or vampires.  Components: V, S
                       You invest the target with an aura that either attracts or   Duration: Concentration, up to  10 minutes
                       repels the specified creatures for the duration. Choose
                                                                         You create linked teleportation portals that remain open
                       antipathy or sympathy as the aura’s effect.
                                                                         for the duration. C hoose two points on the ground that
                        Antipathy. The enchantment causes creatures of the
                                                                         you can see, one point within  10 feet of you and one
                       kind you designated to feel an intense urge to leave the
                                                                         point within 500 feet of you. A circular portal,  10 feet
                       area and avoid the target. W hen such a creature can
                                                                         in diameter, opens over each point. If the portal would
                       see the target or com es within 60 feet of it, the creature
                                                                         open in the space occupied by a creature, the spell fails,
                       must succeed on a W isdom  saving throw or becom e
                                                                         and the casting is lost.
                       frightened. The creature remains frightened while it can
                                                                          The portals are two-dimensional glowing rings
                       see the target or is within 60 feet of it. W hile frightened
                                                                         filled with mist, hovering inches from the ground and
                       by the target, the creature must use its movement to
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