
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.

This spell can't be dispelled by dispel magic.A 10-foot-radius invisible sphere of antimagic surrounds you. The cage also extends into the Ethereal Plane, blocking ethereal travel. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. On a success, the creature can use that magic to exit the cage. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw.

Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.Ī creature inside the cage can't leave it by nonmagical means. When you cast the spell, any creature that is completely inside the cage's area is trapped. The prison can be a cage or a solid box as you choose.Ī prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.Ī prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range.
