Obviously, teleportation is a powerful ability, and in some versions of the game (in conjunction with other powers), it's become problematic and possibly game-breaking. White's "The Sword in the Stone", Merlyn accidentally vanishes himself to Bermuda for a few moments (Chapter 9). In this way it may stand as an example of D&D's mix-and-match approach, taking some handfuls of all the various pulp literature, not just fantasy and swords-and-sorcery.Īmong the classical depictions of instant-transfer powers we might include ( link) - Djinn in "The Arabian nights" (transporting from China to Morocco instantly) examples in the Talmud of "contracting the path" ( Kefitzat Haderech) a Tibetan mystical skill of instantaneous transportation ( Lung-gom-pa) and the Tarnhelm in Wagner's "Der Ring des Nibelungen". As such, it tends to be more commonly developed or utilized in 20th century works of science fiction but it has been a 5th-level D&D wizard spell since the first version of the game. Likewise, the spheres created by different antimagic field spells don't nullify each other.The word "teleportation" was coined less than a hundred years ago (by Charles Fort in 1931 link). Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.ĭispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.Ĭreatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. For example, a +1 long sword in the sphere functions as a nonmagical long sword. Magic Items: The properties and powers of magic items are suppressed in the sphere. Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. Targeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.Īreas of Magic: The area of another spell or magical effect, such as fireball, can't extend into the sphere. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. A slot expended to cast a suppressed spell is consumed. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. Until the spell ends, the sphere moves with you, centered on you. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. This area is divorced from the magical energy that suffuses the multiverse. A 10-foot-radius invisible sphere of antimagic surrounds you.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |