Level
2nd
Casting Time
1 Action
Range/Area
Self (10 ft. )
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Abjuration
Attack/Save
None
Damage/Effect
Control (...)

An aura of anti-kinesis surrounds you in 10-foot Emanation. Within this field, all movement around you is considered to be moving through difficult terrain. This also includes projectiles, as well as your own movement, but DOES NOT include your own spells or projectile attacks. Any projectile attack with material ammunition is done at disadvantage. This anti-kinesis is 1 way, meaning you may fire ammunition of your own, without suffering disadvantage, so long as it is not into another Anti-Kinetic field. Spell attacks made (with things such as fireballs, rays of frost, and other moving elemental forces that require spell attack rolls), if made, require the caster to make an Arcana Check equal to 10 + the level of the spell slot used to cast Anti-Kinetic Field. On a success, the spell moves normally through the field. On a failure, the attack has disadvantage against you. You are immune to this effect, unless your spell attacks move through another Anti-Kinetic Field.

For each spell slot above 2nd level that you use to cast this spell, the range is extended by an additional 5 feet in radius. As well, for every slot above 3rd you use to cast this spell, you may designate 1 ally to be immune to this effect.

If multiple Anti-Kinetic fields are cast by allies who are immune to one another fields WOULD overlap, they do not. Instead, so long as the casters are within 5 feet or less of each other, the fields magnify. For example, if 2 level 3 castings are made by allies standing next to one another, rather than the field being 15 feet from both of them, it is, instead, 25 feet from both of them. The formula for increasing the field per caster is total range of each caster's field compounded together, minus 5 feet per caster, but then as a radius for all who are within 5 feet of each other, possibly being irregularly shaped based on the standing positions of the casters involved.

If you cast this at 6th level or higher, make an Arcana check equal to the Arcana Check of the Anti-Kinetic field. If you fail, the spell is cast normally. If you succeed, the spell is no longer a concentration spell. You may repeat this save (no action needed) at disadvantage at the end of each subsequent turn, so long as the spell is active. If no longer a concentration spell, you may (no action needed) end the spell early, or have the spell proceed to its maximum duration. If cast this at 9th level or higher, you automatically succeed this Arcana Check, no rolling needed.

* - (Three ball bearings )

Spell Tags: Control Negation Warding

Available For: Artificer (Legacy) Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard

Zapper9

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