Interference Field (5e Spell)

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Interference Field
6th-level Abjuration
Casting time: 1 action
Range: Self (40-foot radius) or 120 feet
Components: V, S, M (A crystal vessel filled with finely ground flail snail shell dust suspended in elemental quintessence, worth 2500 gp)
Duration: Concentration, up to 10 minutes


A sphere of disruptive magic originates from you in a 40-foot radius for the duration. This magic interferes with spellcasting in the area. Any creature that attempts to cast a spell while in this spells area must succeed on a spellcasting ability check against your spell save DC. On a failure, the spell slot used to cast the spell is wasted and the creature takes an amount of psychic damage equal to 1 + the failed spell's level.

The field also intereferes with creatures' concentration on spells. If a creature other than you within the spell's area makes an ability check or saving throw to maintain concentration on a spell, they have disadvantage on the check.

You can use a bonus action to detach the field from you, reducing its radius in half but allowing you to move its origin to any point within 120 feet of you. You can continue to use your bonus action to move it on each subsequent turn or recenter it on you, increasing its radius back to default.

At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.

The default 6th-level Power Point allocation of this spell is Radius 2, Range 3, Damage 0, Duration 1, Concentration Killer 0.

—Power Point Cost—
0 1 2 3 4 5 6 7 8 9
Radius 🔗 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft. 80 ft. 90 ft. 100 ft. 110 ft.
Range 🔗 30 ft. 60 ft. 90 ft. 120 ft. 150 ft. 300 ft. 600 ft.
Psychic Damage 🔗 1 + the spell's level 1d4 + the spell's level 1d6 + the spell's level 1d8 + the spell's level 1d10 + the spell's level 1d12 + the spell's level
Duration Up to 1 minute Up to 10 minutes Up to 1 hour Up to 8 hours Up to 24 hours
Concentration Killer

Concentration Killer. By allocating power points into this attribute, the spell's interference becomes quite vicious. Whenever a creature other than you that is concentrating on a spell enters the field for the first time on a turn or starts its turn there, it takes 1 + the concentrated spell's level psychic damage.


5.00
(one vote)

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