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Entropic Field

9-level Abjuration

Casting Time 1 Action
Range Self
Duration Concentration, 1 Minute
Components V, S, M
Materials An ornate Holy Symbol dropped into a vial of Death Water (3,000 gp)

Wind's stir up around you as you drop the holy symbol into the vial, and a sudden light pours from it in a 30 ft. sphere. The rust-colored light acts as an Antimagic Field as well as a realm of general decay. The intense nature of the field is difficult to control and requirs the caster to make a Concentration check against their spellcasting DC if they take any action beyond half a movment.   In addition to all magical items ceasing to function, all inorganic matter, including magical, begins to erode away, losing 1 point of durability per round. Magical items that leave the sphere do not recover unless the item specifically repairs itself.   The ground breaks apart and succumbs. After 1 round, it becomes difficult terrain, and each round after it continues to dissolve until it becomes a fine sand.   All organic materials begin to wither and dissolve. Characters in the field, except the caster, take 3d8 damage a turn and must make a Constition Savings throw. On a failure, they immediatly lose 1 point to each physical stat and lose an additional 1d8 maximum health as they wither in pain.

Class(es): Cleric (Erosion), Wizard

Created by

Magenth.

Statblock Type

Spell

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