Feats
Gift of the Metallic Dragon: | Background |
---|---|
War Caster: | LV4 |
Shield Training: | LV8 |
Feat: | LV8 |
Feat: | LV8 |
Vision
Common Sight:1) | Yes |
---|---|
Passive Perception: | 16 |
Dark Vision: | 60ft |
True Sight: | 0ft |
Tremor Sense: | 0ft |
Blind Sight: | 0ft |
Attunment
Slot 1: | |
---|---|
Slot 2: | |
Slot 3: |
Movement
Walking | 30ft |
Swimming | 15ft |
Climbing | 15ft |
Flying | 00ft |
Currency
Platinum | Gold | Silver | Copper |
---|---|---|---|
0 | 118 | 6 | 0 |
Occupation | Occupation |
---|---|
Income | Lifestyle |
+0 GpD | -0GpD |
Other Expenses/Income |
---|
-5 Gold Rations and Ballbearings |
-24 Gold Silvered Swords + Tip |
-1 on bottles of booze |
-700 Dawn spell scroll |
-2 Cheep cloaks |
-3 Gold Room |
+25 Gold, Grave Keeper Job |
-2 Silver for Hairbrush, Hygiene items |
-15 silver for Bath and professionally armor clean |
+30 Gold, looted from Imari's house |
+50 Gold, Wizard's Job |
+50 Gold, Beldreeze |
-15 Silver, Bathhouse |
-90 Gold, Balder's tower spell |
-7 Silver, nice meal |
-1 Gold, Nice tavern |
-50 Gold, Church Donation |
GpD = Gold per Day
Location | Item | Stats |
---|---|---|
Head | Empty | Long flowing hair as white as snow, how she keeps it all neat, tidy and clean on a daily basis is a mystery. Magic must be involved |
Amulet | ||
Cloak | Traveling Cloak | A sturdy cloak to protect against weather and prying eyes. helps cover Annabell's more controversial features |
Clothes | Fine Noble attire | Elegant and Practical, The royal colors compliment this otherwise rustic sturdy outfit, custom made it seems, for Annabell's “Blusterous” figure |
Armour | Full Plate +1 | AC=19 Well crafted full plate armor detailed in the Oxtrad colors. enchanted with magical properties to strengthen the metal. it is a suitable uniform for any noble knight. |
Arms/Hands | ||
Ring/s | ||
Belt | ||
Boots | ||
Weapon | Ethereal Long Sword | A noble slender blade made of ethereal energy, Tho it looks the part the wounds it leaves are that of a normal silvered Longsword, Draconic words mark along the blade. The blade now bound to its owner never to leave her side even in death, Through further rituals it may be altered. |
Shield/Ammo/Offhand | Shield | |
Sub-Weapon | - | |
Quick Access | - | |
Quick Access | - | |
Quick Access | - |
Form | Carry Capacity | Lift, Push, Pull Capacity | Equipped Load |
---|---|---|---|
Elven Form | 270ibs \ 122kg | 540ibs \ 245kg | 000Ibs |
Dragon Form | 405ibs \ 184kg | 810ibs \ 367kg | 000Ibs |
Consumables & Useful Items
Item Name | Details |
---|---|
Ball Bearings | |
Rations | 12 |
Torch | 9 |
Hemp Rope | 50ft |
more Rope | 20ft |
- | |
- | |
- | |
- | |
- |
Special Items
Name | Detail |
---|---|
Backpack | Carries 1 cubic foot / 30ibs of items |
Bedroll | Simple Bedding, Annabell uses it when there is no other option. |
Medicine Kit (10/10) | A kit of tools ready to treat wounds, used to stabilize a creature without a skill check. Has limited uses |
Various Books on Arcana & Machine life | |
TinderBox | Simple Tinder box used for lighting firers |
Common Healing Potion | x3 |
Coin Pouch | Holds Annabell's current wealth |
Water Skin | Simple water skin with 'Anna' written on it. |
- | |
- |
Misc Items
Item | Detail |
---|---|
Magic Safe haven Wand | Unidentified |
Annabell's Note-Book | |
Druid Homecall Stone | A smooth stone with fait arcane wrighting. Within the Marsh, walk uninterupted, straight and true. A full hour must pass and a door will present itself. bewear. Enter the door and do not look. straight and true ignore the temptation. then simply walk out backwards |
- | |
- | |
- | |
- | |
- | |
- | |
- |
Silver Dragon
Civlethrip was borne a silver dragon and even when she first landed in Mor-Thir. It wasn't until several traumatic events occurred that her scales began to loose there metallic sheen, loosing the spark of kindness. Ruling as leader of the ice drenched nation of Oxtrad, Through the war that plagued Mor-thir for many decades, her silver scales dulled during her rule as the blood spilled in her name has hardened her heart and chilled her once warm radiance. He scales resembling the white snow however you can still catch a glimpse of the metallic sheen in the right light.
Taking the appearance of an elf when situation demands she holds incredible power and once held the drive to protect her nation and her people, However after close to a century of rule Civlethrip lost that fire. Now the task of queen only filled her with dread and longing for a simpler free life.
Since forfeiting her position as Queen her scales have started to regain their brilliant silver sheen.
Originally Welington started working as a cleric to keep up her façade, Nobody would expect a dragon to follow the teachings of the gods. Her clerical power was infact fueled by her own heritage rather than of the gods however through her time as Queen her views on the Gods have shifted. Her power always seemed to borrow from a deity but its not known which. The gods of the storm rarely commune with Welington only ever giving vague phrases or feelings. With her history lost in forgotten memories so too her true source of clerical power. praying to gods she is not sure of. they do not answer her prayers but their power flows through her without question for now.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Medicine, Religion
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
Tempest Domain Spells
Cleric Level | Spells |
1st | Fog Cloud, Thunderwave |
3rd | Gust of Wind, Shatter |
5th | Call Lightning, Sleet Storm |
7th | Control Water, Ice Storm |
9th | Destructive Wave, Insect Plague |
Short Description of Background
Feat: Gift of the Metallic Dragon Source: Fizban's Treasury of Dragons
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
Skill Proficiencies
Languages And/Or Tools
Equipment (If Any)
Bonus Proficiencies [1]
At 1st level, you gain proficiency with martial weapons and heavy armor.
Wrath of the Storm [1]
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity [1]
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Channel Divinity: Turn Undead [1]
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Destructive Wrath [1]
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning, Thunder or Cold 2) damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Text
Feat: War Caster [1]
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Destroy Undead [1]
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.
Advance Channel Divinity [1]
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Thunderous Strike [1]
At 6th level, when you deal Thunder, Cold 3) or Lightning damage to a Large or smaller creature creature one size larger than yourself or smaller4) , you can also push it up to 10 feet away from you.
Text
Feat: Shield Master [1]
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
Divine Strike [1]
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Text
Divine Intervention [1]
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
he Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Text
Text
Text
Text
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1s
Spellbook [1]
At 1st level, you have a Spellbook containing six 1st-level wizard spells of your choice.
The spells that you add to your Spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own Spellbook into another book-for example, if you want
to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your Spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup Spellbooks in a safe place.
The Book's Appearance. Your Spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Arcane Recovery [1]
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Wizardly Quill [3]
At 2nd level, as a bonus action, you can magically create a Tiny quill Quill, Pen or other marker 5) in your free hand. The magic quill has the following properties:
Awakened Spellbook [3]
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
At 2nd level, while you are holding the book, it grants you the following benefits:
Text
Feat: War Caster Source: Player's Handbook
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Text
Manifest Mind [3]
At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
Type of Spell List you can access
Spell Slot Recovery
Spell | Slots | ||||
---|---|---|---|---|---|
1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 |
4th | 0/0 | 5th | 0/0 | 6th | 0/0 |
7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
Total Cantrips | 0 | ||||
Total Spells | 0 |
Spell Preparation
Depending on your class you may have different ways of getting access to your spells. Most classes prepare a small list of spells each dawn from all the spells they can currently learn.
Spellcasting Scores, DC, Bonus
Ritual Casting
Spells with the Ritual tag can be cast without using a spell slot but suffer a 10 minuet casting penalty. Your character spends additional timing carving runes or gathering extra materials or reciting the entire spell rather that using arcane power.
Spellcasting Focus
Spells require a focus in order to be channeled correctly. there are a wide variety of focus used by spell casters based on their teaching and/or personal preference. a focus is required to channel a spells power. Without a focus the caster is as useful as a fighter is without their sword.
Welington has two spellcasting focus, One for her Wizardly spells and one for her Cleric spells.
Her wizard spell-book, Tattooed all over her body acts as her focus. It offers its share of positives and negatives. The fact it cannot be lost or destroyed easily, but also means her entry is strictly denied where most wizards would merely need to hand over their book.
Her shield acts as the focus for her Cleric spells but most of the spells are included on her body spell-book as well.
Cantrip | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
Chill Touch | Cure Wounds7) | Spiritual Weapon | Spirit Guardians | - |
Ray of Frost | Inflict Wounds | Augury | Lemound's Tiny Hut8) | - |
Toll The Dead | Detect Magic9) | Rime's Binding Ice | Phantom Steed10) | - |
Light | Ice Knife | Invisibility11) | Remove Curse | - |
Prestidigitation | Detect Good & Evil | - | Galder's Tower | - |
Message | Sleep12) | - | - | - |
Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
Bold = Prepared Spell
Created Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. The DM has game statistics for these creatures.
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Wall of Ice
6th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of quartz)
Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surfcae made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air int he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saaving throw. The creature takes 5f6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
Otiluke's Freezing Sphere
6th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a small crystal sphere)
Duration: Instantaneous
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Simulacrum
7th-level illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Feeblemind
8th-level enchantment
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.
Anti-magic field
8th-level abjuration
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S M (a pinch of powdered iron or iron filings)
Duration: Concentration: Up to 1 hour.
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the spere moves with you, centered on you.
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. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
• 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.
• Areas of Magic. The area of another spell or magical effect, fireball can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. 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.
• 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.
• Magic Items The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. 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. 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.
• 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. 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.
• Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
• Dispel Magic. Spells and magical effects such as Dispel Magic have no effect on the sphere. Likewise, the spheres created by different Antimagic Field spells don’t nullify each other.
Foresight
9th-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Imprisonment
9th-level abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Duration: Until dispelled
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
When you cast the spell, you choose one of the following forms of imprisonment.
• Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
• Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
• Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
• Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similarobject. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
• Slumber. The target falls asleep and can’t be awoken.
The special component for this version of the spell consists of rare soporific herbs.
True Resurrection
9th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.