Partial anti-magic field
Lvl 4 hazard
- Anti-magic.
At the start of every round roll a d8. The spells from the rolled spell school cannot be cast within this field.
1 Fire
2 Ice
3 Lightning
4 Wind
5 Radiant
6 Necrotic
7 Earth
8 No effect
Creatures afraid of spell casters often set this up as a room inside a dungeon, or as part of the defenses inside bases of non-spellcasters.
Remixed from
There is a way to disable the field. Maybe an item a monster is holding, a lever on the wall, or maybe a high enough arcana check can disable it for a round (or any other puzzle to disable it)
No way to disable the field in the middle of combat. OR spellcasters who accidentally cast a disabled spell take 2d8 damage. OR change the possible results to only the spell schools your heroes know.