Casting Time: 1 action
Range: Self (10 ft
)
Components: V, S, M
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 suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere 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, such as 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 a 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 spell, 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.
Material Component:
a pinch of powdered iron or iron filings
Verbal Component:
Orbis di Contra Medeis
Verbal Component (Alternative):
From mystic words, spells and hexes shield, enshrouded now in an antimagic field.
Classes: Cleric, Wizard
Domain: Protection
Tags: Warding
Source: Player's Handbook [5th Edition] (page 213)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
How does an Antimagic Field affect a Bag of Holding?
As mentioned in the description:
...antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it.
Therefore, the spell doesn't destroy a
Bag of Holding, it just
suppresses it. If you were to open the bag in an antimagic field, it would not open into the bag's extradimensional space as normal. The bag would appear to be an ordinary "common cloth sack about 2 feet by 4 feet in size", and can still be used as such.
When the sack leaves the antimagic field, the bag's magic is no longer suppressed, and should act normally, opening to the extradimensional space and allowing access to the bag's extradimensional contents.
Then there is the question ... what happens if you are in an antimagic field and place something in the bag (in this example, a dagger)? In the field, the
Bag of Holding acts like a normal bag and the item (dagger) is accessible. If brought outside of the antimagic field, the bag will open to the extradimensional space and it's contents, but will not open to the mundane bag's contents (the dagger). To get access to the original dagger, it would need to be placed inside an antimagic field once again (where the bag acts like a mundane bag).
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).