Page 214 - Player's Handbook
P. 214
control multi pie creatures, you can command any or all are 3, and its Charisma is 1. Its speed is 30 feet; if the
of them at the same time, issuing the same command to object lacks legs or other appendages it can use for
each one). Vou decide what action the creature will take locomotion, it instead has a f1yingspeed of 30 feet and
and where it will move during its next turn, or you can can hover. lf the object is securely attached to a surface
issue a general command, such as to guard a particular or a larger object, sue h as a chain bolted to a wall, its
chamber or corridor. lf you issue no commands, the speed is O.It has blindsight with a radius of 30 feet and
creature only defends itself against hostile creatures. is b\ind beyond that distance. When the animated object
Once given an order, the creature continues to follow it drops to Ohit points, it reverts to its original object
until its task is complete. form, and any remaining damage carries over to its
The creature is under your control for 24 hours, original object formo
after which it stops obeying any command you've given lf you command an object to attack, it can make a
it. To maintain control of the creature for another single melee attack against a creature within 5 feet
24 hours, you must cast this spell on the creature of it. [t makes a slam attack with an attack bonus and
again before the current 24-hour period ends. This bludgeoning damage determined by its size. The DM
use of the spell reasserts your control over up to four might rule that a specific object inflicts slashing or
creatures you have animated with this spell, rather than piercing damage based on its formo
animating a new one. At Higher Leve/s. Ifyou cast this spell using a
At Higher Leve/s. When you cast this spell using a spell slot of 6th leveI or higher, you can animate two
spell slot of 4th leveI or higher, you animate or reassert additional objects for each slot leveI above 5th.
contraI over two additional undead creatures for each
slot levei above 3rd. Each of the creatures must come ANTILIFE SHELL
from a different corpse or pile of bones. 5th-leveI abjuration
Casting Time: I action
ANIMATE OBJECTS Range: Self (IO-foot radius)
5th-leveI transmutation Components: V, S
Casting Time: I action Duration: Concentration, up to 1 hour
Range: 120 feet A shimmering barrier extends out from you in a IO-foot
Components: V,S radius and moves with you, remaining centered on
Duration: Concentration, up to I minute you and hedging out creatures other than undead and
Objects come to \ife at your command. Choose up to constrllcts. The barrier lasts for the duration.
ten nonmagical objects within range that are not being The barrier prevents an affected creature from
worn or carried. Medium targets count as two objects, passing or reaching through. An affected creature
Large targets count as four objects, Huge targets can cast spells or make attacks with ranged or reach
count as eight objects. Vou can't animate any object weapons through the barrier.
larger than Huge. Each target animates and becomes a If you move so that an affected creatllre is forced to
creature under your contrai until the spell ends or until pass through the barrier, the spell ends.
reduced to Ohit points.
As a bonus action, you can mentally command any ANTIMAGIC FIELD
creature you made with this spell if the creature is 8th-leveI abjuration
within 500 feet of you (if you contrai multiple creatures, Casting Time: 1 action
you can command any or all of them at the same time, Range: Self (IO-foot-radius sphere)
issuing the same command to each one). Vou decide Components: V,S, M (a pinch of powdered iron or
what action the creature will take and where it will iron filings)
move during its next turn, or you can issue a general Duration: Concentration, up to I hour
command, such as to guard a particular chamber or A 10-foot-radius invisible sphere of antimagic surraunds
corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given you. This area is divorced fram the magical energy that
an order, the creature continues to follow it until its suffuses the multiverse. Within the sphere, spells can't
task is complete. be cast, summoned creatures disappear, and even magic
items become mundane. Unti! the spell ends, the sphere
moves with you, centered on you.
ANIMATED OB/ECT STATISTICS Spells and other magical effects, except those created
Size HP AC Attack Str Dex by an artifact or a deity, are suppressed in the sphere
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 and can't protrude into it. A slot expended to cast
5mall 25 16 +6 to hit, ld8 + 2 damage 6 14 a suppressed spell is consumed. While an effect is
Medium 40 13 +5 to hit. 2d6 + 1 damage 10 12 suppressed, it doesn't function, but the time it spends
Large 50 10 +6 to hit. 2dlO + 2 damage 14 10 suppressed counts against its duration.
Huge 80 10 +8 to hit. 2d12 + 4 damage 18 6 Targeted Effects. Spells and other magical effects,
such as ma(jic missi/e and charm person, that target
An animated object is a construct with AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and Dexterity determined by its size. on that target.
Its Constitution is 10 and its Intelligence and Wisdom
PART 3 SPELLS
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