Eberron: The Continent of Khorvaire world illustration - Fantasy theme
Fantasy

Eberron: The Continent of Khorvaire

P
Pollution

Eberron: post-war pulp adventure, magic meets industry, dragonmarked houses, and ancient mysteries.


Author's Note: Eberron is a world of magic and innovation, where arcane energies fuel wondrous technology and ancient mysteries linger beneath a veneer of progress. Soaring towers of metal and glass pierce the clouds, elemental-powered airships crisscross the skies, and lightning rails connect bustling cities. But beneath this gleaming facade lies a world scarred by a devastating war, where dragons are worshipped as gods, sinister forces plot in the shadows, and the lines between good and evil are blurred. Explore a land of vibrant cultures and diverse races, from the goblinoid nations of the Dhakaani Empire to the elf kingdoms of Aerenal and Valenar. Unearth the secrets of lost civilizations, battle monstrous creatures born of magical experiments gone awry, and forge your own destiny in a world where magic is not just a source of power, but a tool for creation, destruction, and everything in between. Note: I figured I should publish this and let others enjoy it as well. There's a lot of room to explore. Not everything is in the exact place it should be, but they're all close enough. There are also some liberties I took with descriptions for D&D locations that didn't have anything I could find to put down. Update: I will slowly add in Eberron themed Baldur's Gate 3 characters with lore appropriate to the setting. (I made Laezel an Astral Elf as an aesthetic change, apologize to any Githyanki lovers out there, I just didn't like the AI generated Gith art for anything the game cooked up) The Origin characters are all at a Crashed Airship outside of Sharn City. Update: now that I understand mapaping better, I do plan on remaking Eberron and adding the older planes. I will be working on it from scratch so it will take some time. Regardless, I hope you enjoy playing in this world, it was the first one I made and it is lore accurate to Eberron.
Played52 times
Cloned5 times
Created
43 days ago
Last Updated
19 days ago
VisibilityPublic
Antimagic Field
AbjurationLevel 8
Antimagic Field

Description

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.

Spell Details
Level8
RangeN/A
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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