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specific and often striking type of Deflector Shield, often made out of Pure Energy, that takes the form of geometric shapes that connect to form the overall shape — often hexagons, as they tessellate conveniently well. It's not mathematically possible to create a sphere-like shape from regular hexagons alone, but one can come close by throwing in a few pentagons (twelve, for a complete sphere), and some objects in the real world (like fullerene molecules and soccer balls) have such structures. Named after the hexagonal wax cells of honeycombs. In older games or computer animation, this may have been because an object composed of hexagons was much easier to convincingly render than a sphere; it now mainly owes its existence to Rule Of Cool. A favorite of the Barrier Warrior. Another possible origin may be in the geometric-pattern visual hallucinations typical of drugs like mescaline. This design actually has a veneer of plausibility, since two-dimensional hexagons and pentagons can be used to enclose a three-dimensional volume without leaving cracks, and with excellent distribution of stress. Despite the name, these shields almost never involve actual bees. This item is available in the Trope Co catalog. |
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This material is published under the OGL Antimagic Field Abjuration Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6 Components: V, S, M/DF Casting time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: See text An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Arcane Material Component: A pinch of powdered iron or iron filings. |