Antimagic Field

An 8th Level Abjuration spell

Casting time: 1 Action

Duration: Concentration, up to 1 hour

Range: Self (10’ radius sphere)

Components: V, S, M (a pinch of powdered iron or iron filings)

Can be learnt by: Cleric, Wizard

An invisible 10’ radius sphere of antimagic surrounds you. The area is
devoid of the energies of the Weave that suffuses the multiverse. Within the
sphere, spells can’t be cast, summoned creatures disappear, and even magic
items become mundane (unless the item is an Artifact). Until the spell ends,
the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an Artifact or
deity, are suppressed in the sphere and can’t protrude into it. A slot expended
to cast s 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 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, though once the overlap ends the fire will spring up again
* Spells. Any active spell or other magical effect on a creature or 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 Flametongue Longsword in the sphere functions as a nonmagical longsword, and a potion grants no benefits upon the drinker other than quenching their thirst. A magical 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 magical weapon or piece of magical ammunition fully leaves the sphere (for example, if you fire a magical arrow or throws a magical spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits
* Magic 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 or a Bag of Holding, temporarily closes while in the sphere (Inventory Rings are unaffected since they are considered as minor artifacts)
* 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. Undead creatures “die” (become incapacitated) while inside the sphere and reanimate once the sphere leaves their space
* 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