

Antimagic Shell
(Abjuration)
Range: 0
Components: V, S
Duration: 1 turn/level Casting Time: 1
Area of Effect: 1 ft./level diameter Saving Throw: None
By means of this spell, the wizard surrounds himself with an invisible barrier that moves with him. The space within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of spells or their effects. Likewise, it prevents the functioning of any magical items or spells within its confines. The area is also impervious to breath weapons, gaze or voice attacks, and similar special attack forms.
The antimagic shell also hedges out charmed, summoned, or conjured creatures. It cannot, however, be forced against any creature that it would keep at bay; any attempt to do so creates a discernible pressure against the barrier, and continued pressure will break the spell. Normal creatures (a normally encountered troll rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magical sword does not function magically within the area, it is still a sword. Note that creatures on their home plane are normal creatures there. Thus, on the Elemental Plane of Fire, a randomly encountered fire elemental cannot be kept at bay by this spell. Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this.
Should the caster be larger
than the area enclosed by the barrier, parts of his person may
be considered exposed, at the DM's option. A dispel magic spell
does not remove the spell; the caster can end it upon command.
Bigby's Forceful Hand
(Evocation)
Range: 10 yds./level
Components: V, S, M
Duration: 1 rd./level Casting Time: 6
Area of Effect: Special Saving Throw: None
Bigby's forceful hand is a more powerful version of Bigby's interposing hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that places itself between the spellcaster and a chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. However, the forceful hand also pushes on the opponent. This force can push away a creature weighing 500 pounds or less, slow movement to 10 feet per round if the creature weighs between 500 and 2,000 pounds, or slow movement by 50% if the creature weighs more than 2,000 pounds.
A creature pushed away is
pushed to the range limit, or until pressed against an unyielding
surface. The hand itself inflicts no damage. The forceful hand
has an Armor Class of 0, has as many hit points as its caster
in full health, and vanishes when destroyed. The caster can cause
it to retreat (to release a trapped opponent, for example) or
dismiss it on command.
The material component is a glove.
Chain Lightning
(Evocation)
Range: 40 yds. + 5 yds./level
Components: V, S, M
Duration: Instantaneous Casting Time: 5
Area of Effect: Special Saving Throw: ½
This spell creates an electrical discharge that begins as a single stroke of lightning, 2½ feet wide, commencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes one object or creature initially, then arcs to a series of other objects or creatures within range, losing energy with each jump.
The bolt initially inflicts
1d6 points of damage per level of the caster, to a maximum of
12d6 (half damage if the object or creature rolls a successful
saving throw vs. spell). After the first strike, the lightning
arcs to the next nearest object or creature. Each jump reduces
the strength of the lightning by 1d6. Each creature or magical
object hit receives a saving throw vs. spell. Success on this
save indicates the creature suffers only half damage from the
bolt.
The chain can strike as many times (including the first
object or creature) as the spellcaster has levels, although each
creature or object can be struck only once. Thus, a bolt cast
by a 12th-level wizard can strike up to 12 times, causing less
damage with each strike. The bolt continues to arc until it has
struck the appropriate number of objects or creatures, until it
strikes an object that grounds it (interconnecting iron bars of
a large cell or cage, a large pool of liquid, etc.), or until
there are no more objects or creatures to strike.
Direction is not a consideration
when plotting chain lightning arcs. Distance is a factor--an arc
cannot exceed the spell's range. If the only possible arc is greater
than the spell's range, the stroke fades into nothingness. Creatures
immune to electrical attack can be struck, even though no damage
is taken. Note that it is possible for the chain to arc back to
the caster!
The material components are a bit of fur, a piece of amber,
glass, or crystal rod, and one silver pin for each experience
level of the caster.
Conjure Animals
(Conjuration/Summoning)
Range: Special
Components: V, S
Duration: 1 rd./level Casting Time: 6
Area of Effect: 30 yds. radius Saving Throw: None
The conjure animals spell enables the wizard to magically create one or more mammals to attack his opponents. The total Hit Dice of the mammals cannot exceed twice his level, if determined randomly, or his level if a specific animal type is requested (see the Dungeon Master Guide). Thus, a wizard of 12th level could randomly conjure two mammals with 12 Hit Dice, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, twelve with 2 Hit Dice each, or 24 with 1 Hit Die each. Count every +1 hit point bonus of a creature as ¼ of a Hit Die; thus, a creature with 4+3 Hit Dice equals a 4 ¾ Hit Dice creature. The conjured animal(s) remain for one round for each level of the conjuring wizard, or until slain. They follow the caster's verbal commands. Conjured animals unfailingly attack the wizard's opponents, but they resist being used for any other purpose.
Contingency
(Evocation)
Range: 0 Components:
V, S, M
Duration: 1 day/level Casting Time: 1 turn
Area of Effect: The caster Saving Throw: None
By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell. The contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn casting time indicated is the total for both castings).
The spell to be brought into effect by the prescribed contingency must be one that affects the wizard's person (feather fall, levitation, fly, feign death, etc.) and be of a spell level no higher than 1/3 of the caster's experience level (rounded down), but not higher than the 6th spell level.
Caster Level Contingency
Spell Level
12-14 4th
15-17 5th
18+ 6th
Only one contingency spell can be placed on the spellcaster at any one time; if a second is cast, the first one (if still active) is cancelled. The conditions needed to bring the spell into effect must be clear, although they can be rather general. For example, a contingency spell cast with an airy water spell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or similar liquid, the airy water spell will instantly come into effect. Or a contingency could bring a feather fall spell into effect any time the wizard falls more than 2 feet. In all cases, the contingency immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex (the contingency spell and the companion magic) may fail when called upon.
The material components
of this spell are (in addition to those of the companion spell)
100 gp worth of quicksilver and an eyelash of an ogre mage, ki-rin,
or similar spell-using creature. In addition, the spell requires
a statuette of the wizard carved from elephant ivory (which is
not destroyed, though it is subject to wear and tear), which must
be carried on the person of the spellcaster for the contingency
spell to perform its function when called upon.
Control Weather
(Alteration)
Range: 0 Components:
V, S, M
Duration: 4d6 hrs. Casting Time: 1 turn
Area of Effect: 4d4 sq. mi. Saving Throw: None
The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart.
The upper-cased headings represent the existing weather conditions. The small headings beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for example. Multiple control weather spells can be used only in succession.
The material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.
Precipitation
Temperature Wind
CLEAR WEATHER HOT CALM
Very clear Sweltering heat
Dead calm
Light clouds or hazy Warm
Light wind
PARTLY CLOUDY WARM Moderate wind
Clear weather Hot MODERATE
WIND
Cloudy Cool
Calm
Mist/light rain/small hail
COOL Strong wind
Sleet/light snow Warm
STRONG WIND
CLOUDY Cold
Moderate wind
Partly cloudy COLD
Gale
Deep clouds Cool
GALE
Fog Arctic cold
Strong wind
Heavy rain/large hail
Storm
Driving sleet/heavy snow STORM
Gale
Hurricane-typhoon
Death Fog
(Alteration, Evocation)
Range: 30 yds.
Components: V, S, M
Duration: 1d4 rds. + 1/level Casting Time: 6
Area of Effect: Two 10-ft. cubes/level Saving Throw:
None
The casting of a death fog spell creates an area of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die--grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds. Animal life not immune to acid suffers damage according to the length of time it is exposed to the vapors of a death fog, as follows:
1st round:
1 point
2nd round: 2 points
3rd round: 4 points
4th and each succeeding round: 8 points
The death fog otherwise resembles the 2nd-level fog cloud spell: rolling, billowing vapors that can be moved only by a very strong wind. Any creature attempting to move through the death fog progresses at a rate of 1 foot per unit of normal movement rate per round. A gust of wind spell cannot affect it, but a fireball, flame strike, or wall of fire can burn it away in a single round.
The material components
are a pinch of dried and powdered peas, powdered animal hoof,
and strong acid of any sort (including highly distilled vinegar
or acid crystals), which must be obtained from an alchemist.
Death Spell
(Necromancy)
Range: 10 yds./level
Components: V, S, M
Duration: Instantaneous Casting Time: 6
Area of Effect: 30-ft. cube/level Saving Throw: None
When a death spell is cast, it snuffs out the life forces of creatures in the area of effect instantly and irrevocably. Such creatures cannot be raised or resurrected, but an individual slain in this manner might be brought back via a wish. The number of creatures that can be slain is a function of their Hit Dice.
Maximum # of
Creatures' Hit Dice Creatures Affected
Under 2 4d20
2 to 4 2d20
4+1 to 6+3 2d4
6+4 to 8+3 1d4
If creatures of differing Hit Dice are attacked with a death spell, roll the dice (4d20) to determine how many creatures of under 2 Hit Dice are affected. If the number rolled is greater than the actual number of sub-2 Hit Dice creatures, apply the remainder of the roll to the higher Hit Dice creatures by consulting the following table.
Creatures' Hit Dice Conversion
Factor (CF)
Under 2 1
2 to 4 2
4+1 to 6+3 10
6+4 to 8+3 20
In other words, from the 4d20 roll subtract the number of creatures of less than 2 Hit Dice (these creatures die). If there are any remaining points from the 4d20 roll, subtract 2 for each creature of 2 to 4 Hit Dice (these creatures also die). If this still doesn't use up all the 4d20 roll, subtract 10 for each creature of 4+1 to 6+3 Hit Dice, and so on. Stop when all the creatures are dead, all the 4d20 roll is used up, or the remainder is less than half the CF of any remaining creatures. (If the remainder is one-half or more of the CF of a creature, that creature dies.)
For example, a mixed group
of 20 goblins, eight gnolls, and four ogres, led by a hill giant,
are caught in the area of a death spell. The 4d20 roll gives a
total of 53 points; 20 of this eliminates the goblins (20 x 1
CF), 16 kills the gnolls (8 x 2 CF), and the remaining 17 kills
two ogres (10 points to kill one ogre, and the remaining 7 points
are enough to kill one more ogre). The other two ogres and the
hill giant are unharmed.
A death spell does not affect lycanthropes, undead creatures,
or creatures from planes other than the Prime Material.
The material component of
this spell is a crushed black pearl with a minimum value of 1,000
gp.
Demishadow Magic
(Illusion/Phantasm)
Range: 60 yds. + 10 yds./level
Components: V, S
Duration: Special Casting Time: 6
Area of Effect: Special Saving Throw: Special
This spell is similar to the 5th-level shadow magic spell, but this spell enables the casting of partially real 4th- and 5th level evocations (cone of cold, wall of fire, wall of ice, cloudkill, etc.). If recognized as demishadow magic (if a saving throw vs. spell is successful), damaging spells inflict only 40% of normal damage, with a minimum of 2 points per die of damage. A demishadow magic cloudkill slays creatures with fewer than 2 Hit Dice and inflicts 1d2 points of damage per round.
Disintegrate
(Alteration)
Range: 5 yds./level
Components: V, S, M
Duration: Instantaneous Casting Time: 6
Area of Effect: 1 creature or Saving Throw: Neg.
10 x 10 x 10 ft. cube
This spell causes matter to vanish. It affects even matter (or energy) of a magical nature, such as Bigby's forceful hand, but not a globe of invulnerability or an antimagic shell. Disintegration is instantaneous, and its effects are permanent. Any single creature can be affected, even undead. Nonliving matter, up to a 10-foot x 10-foot x 10-foot cube, can be obliterated by the spell. The spell creates a thin, green ray that causes physical material touched to glow and vanish, leaving traces of fine dust. Creatures that successfully save vs. spell have avoided the ray (material items have resisted the magic) and are not affected. Only the first creature or object struck can be affected.
The material components
are a lodestone and a pinch of dust.
Enchant an Item
(Enchantment, Invocation)
Range: Touch
Components: V, S, M
Duration: Special Casting Time: Special
Area of Effect: 1 item Saving Throw: Neg.
This is a spell that must be used by a wizard planning to create a magical item. The enchant an item spell prepares the object to accept the magic. The item must meet the following tests: 1) it must be in sound and undamaged condition; 2) the item must be the finest possible, considering its nature, i.e., crafted of the highest quality material and with the finest workmanship; and 3) its cost or value must reflect the second test, and in most cases the item must have a raw-materials cost in excess of 100 gp. With respect to requirement 3, it is not possible to apply this test to items such as ropes, leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled, carved, or engraved. If such work or materials can be added to an item without weakening or harming its normal functions, however, these are required for the item to be enchanted.
The wizard must have access
to a workshop or laboratory, properly equipped and from which
contaminating magic can be screened. Any magical item not related
to the fabrication process (such as most protective devices) and
within 30 feet of the materials is a source of contaminating magic
and will spoil the process.
The item to be prepared must be touched by the spellcaster.
This touching must be constant and continual during the casting
time, which is a base 16 hours plus an additional 8d8 hours (as
the wizard may never work more than eight hours per day, and haste
or any other spells will not alter the time required in any way,
this effectively means that casting time for this spell is two
days + 1d8 days). All work must be uninterrupted, and during rest
periods the item being enchanted must never be more than 1 foot
distant from the spellcaster; if it is, the whole spell is spoiled
and must be begun again. (Note that during rest periods absolutely
no other form of magic can be performed, and the wizard must remain
quiet and in isolation or the enchantment is ruined.)
At the end of the spell, the caster will know that the item is ready for the final test. He will then pronounce the final magical syllable, and if the item makes a saving throw (which is exactly the same as that of the wizard) vs. spell, the spell is completed. The spellcaster's saving throw bonuses also apply to the item, up to +3. A result of 1 on the 1d20 roll always results in failure, regardless of modifications. Once the spell is finished, the wizard can begin to place the desired spell upon the item. The spell he plans to place must be cast within 24 hours or the preparatory spell fades, and the item must be enchanted again.
Each spell subsequently
cast upon an object bearing an enchant an item spell requires
2d4 hours per spell level of the magic being cast. Again, during
casting the item must be touched by the wizard, and during the
rest periods it must always be within 1 foot of his person. This
procedure holds true for any additional spells placed upon the
item, and each successive spell must be begun within 24 hours
of the last, even if the prior spell failed.
No magic placed on an item is permanent unless a permanency
spell is used as a finishing touch. This always runs a 5% risk
of draining 1 point of Constitution from the wizard casting the
spell. Also, while it is possible to tell when the basic spell
(enchant an item) succeeds, it is not possible to tell if successive
castings actually work, for each must make the same sort of saving
throw as the item itself made. Naturally, an item that is charged--a
rod, staff, wand, javelin of lightning, ring of wishes, etc.--can
never be made permanent. Magical devices cannot be used to enchant
an item or cast magic upon an object so prepared, but scrolls
can be used for this purpose.
The materials needed for this spell vary according to both the nature of the item being enchanted and the magic to be cast upon it. For example, a cloak of displacement might require the hides of one or more displacer beasts, a sword meant to slay dragons could require the blood and some other part of the type(s) of dragon(s) it will be effective against, and a ring of shooting stars might require pieces of meteorites and the horn of ki-rin. These specifics, as well as other information pertaining to this spell, are decided by the DM and must be discovered or researched in play.
Ensnarement
(Conjuration/Summoning)
Range: 10 yds. Components:
V, S, M
Duration: Special Casting Time: 1 turn
Area of Effect: Special Saving Throw: Neg.
Casting this spell attempts a dangerous act: to lure a powerful creature from another plane to a specifically prepared trap, where it will be held until it agrees to perform one service in return for freedom from the ensnarement spell. The type of creature to be ensnared must be known and stated, and if it has a specific, proper, or given name, this must be used in casting the ensnarement spell. The spell causes an awareness of a gatelike opening on the plane of the creature to be ensnared. A special saving throw is then made to determine if the creature detects the nature of the planar opening as a trap or believes it to be a gate. To save, the creature must roll equal to or less than its Intelligence score on 1d20. The score is modified by the difference between the creature's Intelligence and that of the spellcaster. If the creature has a higher score, the difference is subtracted from its dice roll to save. If the spellcaster has a higher score, the difference is added to the dice roll.
If the saving throw succeeds,
the creature ignores the spell-created opening, and the spell
fails. If the saving throw fails, the creature steps into the
opening and is ensnared.
When so trapped, the otherplanar creature can freely attack
the ensnaring wizard, unless the caster has created a warding
circle. Such circles may be temporary (drawn by hand) or permanent
(inlaid or carved). Even with such protection, the entrapped creature
may break free and wreak its vengeance upon the spellcaster.
A hand-drawn circle has a base failure chance of 20%, while one inlaid or carved has a base of 10% (and that is for the first time it is used, to determine whether or not the job was done properly). The base chance is modified by the difference between the wizard's combined Intelligence and experience level and the Intelligence and the experience level or Hit Dice of the creature ensnared. If the spellcaster has a higher total, that difference in percentage points is subtracted from the chance for the creature to break free. If the creature has a higher total, that difference is added to its chance to break free.
The chance can be further
reduced by careful preparation of the circle. If the hand-made
circle is drawn over a longer period of time, using specially
prepared pigments (1,000 gp value per turn spent drawing), the
chance of breaking free is reduced by 1% for every turn spent
in preparation. This can bring the base chance to 0%.
Similarly, an inlaid or carved design can be brought to
a 0% chance of the creature breaking free by inlaying with various
metals, minerals, etc. This cost will require a minimum of one
full month of time and add not less than 50,000 gp to the basic
cost of having the circle inlaid or carved into stone. Any break
in the circle spoils the efficacy of the spell and enables the
creature to break free automatically. Even a straw dropped across
the line of a magic circle destroys its power. Fortunately, the
creature within cannot so much as place a straw upon any portion
of the inscribed ward, for the magic of the barrier absolutely
prevents it.
Once safely ensnared, the
creature can be kept for as long as the spellcaster dares. (Remember
the danger of something breaking the ward!) The creature cannot
leave the circle, nor can any of its attacks or powers penetrate
the barrier. The caster can offer bribes, use promises, or make
threats in order to exact one service from the captive creature.
The DM will then assign a value to what the wizard has said
to the ensnared creature, rating it from 0 to 6 (with 6 being
the most persuasive). This rating is then subtracted from the
Intelligence score of the creature. If the creature rolls a successful
Intelligence check against its adjusted Intelligence, it refuses
service. New offers, bribes, etc., can be made, or the old ones
re-offered 24 hours later, when the creature's Intelligence has
dropped by 1 point due to confinement. This can be repeated until
the creature promises to serve, until it breaks free, or until
the caster decides to get rid of it by means of some riddance
spell. Impossible demands or unreasonable commands are never agreed
to.
Once the single service
is completed, the creature need only so inform the spellcaster
to be instantly sent from whence it came. The creature might later
seek revenge.
Extension III
(Alteration)
Range: 0 Components:
V
Duration: Special Casting Time: 6
Area of Effect: Special Saving Throw: None
This spell is the
same as the 4th-level extension I spell, except that it will extend
1st- through 3rd-level spells to double duration and will extend
the duration of 4th- or 5th-level spells by 50%.
Eyebite
(Enchantment/Charm, Illusion/Phantasm)
Range: 20 yds.
Components: V, S
Duration: 1 round/3 levels Casting Time: 6
Area of Effect: 1 creature Saving Throw: Special
An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. This gaze attack is in addition to any other attacks allowed to the wizard. The wizard selects one of four possible gaze attacks at the time the spell is cast, and this attack cannot be changed. For example, a 12th-level caster who chose fear would have four opportunities to make gaze attacks causing fear, one for each round of the spell's duration. Any gaze attack is negated by a successful saving throw vs. spell, with Wisdom adjustments. The four effects of the spell are as follows:
Charm: The wizard can charm
a single person or monster by gaze and by uttering a single word.
The effect is to make the charmed subject absolutely loyal and
docile to the caster, even to the point of personal danger. It
is otherwise the same as a charm monster spell. All creatures
other than humans, demihumans, and humanoids save with +2 bonuses.
Fear: The wizard can cause fear by gaze and by speaking
a single word. The subject flees in blind terror for 1d4 rounds.
After this, the creature refuses to face the caster and cowers
or bolts for the nearest cover if subsequently confronted by the
caster (50% chance of either). The latter effect lasts one turn
per caster level. This attack can be negated by spells that counter
fear.
Sicken: This power enables the caster to merely gaze, speak, a word, and cause sudden pain and fever to sweep over the subject's body. Creatures with ability scores function at half effectiveness; others inflict only one-half damage with physical attacks. Movement is at one-half normal rate. The subject remains stricken for one turn per level of the caster, after which all abilities return at the rate of one point per turn of complete rest or one point per hour of moderate activity. The effects cannot be negated by a cure disease or heal spell, but a remove curse or successful dispel magic spell is effective. Creatures other than humans, demihumans, and humanoids save with +2 bonuses versus this attack.
Sleep: The wizard can cause
any individual to fall into a comatose slumber by means of a gaze
and a single word, unless the subject successfully rolls its saving
throw vs. spell. Creatures normally subject to a 1st-level sleep
spell save with -2 penalties. An affected creature must be shaken
or otherwise shocked back to consciousness.
In all cases, the gaze attack has a speed factor of 1. This
spell does not affect undead of any type, or extend beyond the
plane occupied by the caster. Note that the caster is subject
to the effects of his reflected gaze and is allowed any applicable
saving throw. In the case of a reflected charm gaze, the caster
is paralyzed until it wears off or is countered.
Geas
(Enchantment/Charm)
Range: 10 yds. Components:
V
Duration: Special Casting Time: 4
Area of Effect: 1 creature Saving Throw: None
A geas spell places a magical command upon a creature (usually human or humanoid) to carry out some service, or to refrain from some action or course of activity, as desired by the spellcaster. The creature must be intelligent, conscious, under its own volition, and able to understand the caster. While a geas cannot compel a creature to kill itself or perform acts that are likely to result in certain death, it can cause almost any other course of action. The geased creature must follow the given instructions until the geas is completed. Failure to do so will cause the creature to grow sick and die within 1d4 weeks. Deviation from or twisting of the instructions causes a corresponding loss of Strength points until the deviation ceases. A geas can be done away with by a wish spell, but a dispel magic or remove curse spell will not negate it. Your DM will decide any additional details of a geas, for its casting and fulfillment are tricky, and an improperly cast geas is ignored.
Glassee
(Alteration)
Range: Touch
Components: V, S, M
Duration: 1 rd./level Casting Time: 1 rd.
Area of Effect: Special Saving Throw: None
By means of this spell, the wizard is able to make a section of metal, stone, or wood as transparent as glass to his gaze, or even make it into transparent material as explained hereafter. Normally, the glassee spell can make up to 4 inches of metal, 6 inches of stone, and 20 inches of wood transparent. The spell will not work on lead, gold, or platinum. The wizard can opt to make the glassee work only for himself for the duration of the spell, or he can actually make a transparent area, a one-way window, in the material affected. Either case gives a viewing area 3 feet wide by 2 feet high. If a window is created, it has the strength of the original material.
The material component of
the spell is a small piece of crystal or glass.
Globe of Invulnerability
(Abjuration)
Range: 0 Components:
V, S, M
Duration: 1 rd./level Casting Time: 1 rd.
Area of Effect: 5-ft. radius Saving Throw: None
This spell creates
an immobile, faintly shimmering, magical sphere around the caster
that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects
from penetrating


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