The Abandoned Mine is located south-west of Mort Myre Swamp. A pickaxe to mine mithril ore after the quest (for the hard Morytania Diary).Ranged is recommended - see the boss section of the guide for more details.(High-hitting special attacks are recommended.) It doesn't have to be your only weapon, though. It can be useful to bring either a (additional) Melee weapon with high Strength bonuses, Ranged ammunition with high Ranged Strength bonuses, or high-hitting Magic spells.A Dramen or Lunar staff (if you cannot reach the starting location through the Shades of Mort'ton minigame teleport or a Mort'ton teleport scroll).Food is strongly recommended for all levels.Combat stat boosting potions (depending on your attack style).1 Super energy potion if low Agility ( Stamina potion is HIGHLY recommended).A ball of wool (Optional, required to create Salve amulet AFTER quest, NOT needed DURING quest).A chisel (can be acquired during the quest).60+ in a selected combat style (It is possible to do it below 60, for example, with Iban's Blast).Do you have the nerve to find out more, and enter the haunted mines of Morytania? Legend speaks of an unusual material, hidden in the depths of the mines, that is somehow linked to the desolation and fear that now surrounds the place. Recent forays into Morytania by some of Saradomin's more fanatical supporters have unearthed murky rumours concerning an abandoned mine in the south. Possible exceptions to this would be the denizens of Mechanus, who are more like living manifestations of law rather than a wizard's creation.Speak to the Zealot at the mines in Morytania on the path to Mort'ton. Otherwise, why include the "created" term at all? It's not obvious that this applies to all constructs, but I'd argue that most constructs would fall under "creature created by magic" and thus be affected by the spell. I would argue that this means that the animating force in a golem is technically a spirit summoned from another plane, and would thus be banished by the Antimagic Field. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator. As a DM, I would rule that their mundane parts would remain, inanimate, inside the field.īecause golems are a point of contention, I will point out that the Monster Manual states:Īfter constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. Golems are created by magic, and thus they would wink out of existence in an antimagic field. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. The relevant part of the description states:Ĭreatures and Objects. However, if you want such an effect, the (significantly higher-level) spell Antimagic Field will disrupt the magic that animates golems (but not undead). Slagmoth's answer adequately addresses the fact that Dispel Magic explicitly only ends spells on a target. There are a lot of duplicates or slight variations of this question floating about so arguments don't always get repeated. Please also see my other answer for things not directly addressed to this question. Specific spell descriptions can override this such as Wall of Force. It will affect undead and constructs the same as other beings for instance, if they have a magic spell on them like Protection from Good and Evil, it will end that. See the answer to the question:Ĭan you use dispel magic on the creations of a spell like animateĭead or affect those creations with antimagic field? The Sage Advice Compendium also says the same thing. It does nothing to other magical effects." " Dispel magic does one thing: end spells on its target. Jeremy Crawford starts every answer to how dispel magic works the same way. They can only be used to end existing spell effects of greater than instantaneous duration, and ignores other magical effects such as Arcane Ward and Wild Shape or a Vampire's Gaze.
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