Requires ammunition of very rare diamonds which the Arcane Cannon consumes.
Charge Cannon (Bonus Action): Load the Arcane Cannon by placing ammunition in rear chamber. The ammunition is immediately consumed and gives the Arcane Cannon 3 charges.
Antimagic Burst (1 Charge): +6 to attack rolls. Range (30/50). The Cannon unleashes a burst of antimagic at an area, object, or creature within range. On a successful hit, a sphere of antimagic surrounds the target. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells canft be cast, summoned creatures disappear, and even magic items become mundane.
Magic Items. The properties and powers of magic items are suppressed if hit by the sphere. For example, a +1 longsword hit by the sphere functions as a nonmagical longsword.
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.
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. A portal to another location, world, or plane of existence.
Creatures and Objects. A creature or object summoned or created by magic blinks out of existence if hit by the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic bursts don't nullify each other.
Notes: Spellcaster possessing a diamond worth at least 10,000 GP , Buff, Combat
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