5e SRD >Spells >

Antitech Field

8th-level abjuration

Classes: cleric, druid, wizard

Casting Time: 1 action

Range: Self (10-foot-radius sphere)

Components: V, S, M (a pinch of rust)

Duration: Concentration, up to 1 hour

A 10-foot-radius invisible sphere of electromagnetism surrounds you. This area disrupts nearby technology. Within the sphere, constructs and technological creatures must make a Constitution saving throw when they first enter the sphere and at the beginning of every turn they remain in the sphere. A creature that fails their saving throw is stunned until the end of its next turn, or is affected as the spell slow on a successful one. This condition affects constructs and technological creatures normally, even if the creature is immune to the condition. Within the sphere, technological objects cannot be activated. Technology and other technological effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration or charges.

  • Targeted Effects. Technology and other technological effects, such as firearm ammunition or missiles, that target a creature or object in the sphere become inert or explode upon making contact with the sphere, without affecting creatures, effects, or objects inside the antitech field.
  • Areas of Technology. The area of a technological item or effect can’t extend into the sphere. If the sphere overlaps an area of technology, the part of the area that is covered by the sphere is suppressed. For example, lights being powered by electricity blink out while within the sphere.
  • Technological Items. The properties and powers of technological items are suppressed in the sphere. For example, a firearm in the sphere cannot fire but can function as an improvised melee weapon. Technological items and devices resume functioning normally as soon as they leave the sphere.
  • Technological Travel. Teleportation and planar travel that are made possible by technology or technological effects fail to work in the sphere, whether the sphere is the destination or the departure point for such travel. A portal to another location, world, or plane of existence temporarily closes while in the sphere.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham