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Abjuration (arcane)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 52.84 KB  |  hits: 46  |  expires: Never
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  1. Suspend Disease
  2. Abjuration
  3. Level: Clr 1, Drd 1, Sor/Wiz 1
  4. Components: V, S, M
  5. Casting Time: 1 action
  6. Range: Touch
  7. Target: One creature
  8. Duration: 24 hours
  9. Saving Throw: Fortitude negates (harmless)
  10. Spell Resistance: Yes (harmless)
  11. This spell keeps a disease already infecting the subject from harming him for that day. The disease is in no way cured, and the subject cannot make a save to throw off the disease.
  12. Casters who intend to cast spells with a disease component find this spell particularly useful.
  13. Material Component: A drop of bile.
  14.  
  15. KARMIC AURA
  16. Abjuration
  17. Level: Hexblade 1, sorcerer/wizard 1
  18. Components: V
  19. Casting Time: 1 swift action
  20. Range: 20 ft.
  21. Area: 20-ft.-radius emanation, centered on you
  22. Duration: 1 round/level
  23. Saving Throw: Will partial
  24. Spell Resistance: Yes
  25. You feel the currents of fate flow through you, tugging on the strings of chance.
  26. While this spell is in effect, any creature within range that deals damage to you with an attack, spell, or other effect becomes fatigued for 3 rounds. A successful Will save indicates that the attacker is unaffected and immune to the spell's effect until the start of your next turn, but must save again if he damages you after that point. An attacker already fatigued suffers no additional effect from this spell.
  27. Karmic aura, karmic backlash, and karmic retribution interact in an unusual fashion. If you have more than one of these spells active at once, the subject must save against each spell in descending order of spell level. If he fails any of these saves, he is automatically fails any save against any lower-level spell of the set that you have active. (Spell resistance still applies to each effect separately.)
  28. For example, suppose you have all three spells active when a foe strikes you. He first attempts to save against karmic retribution. If that save fails, he is treated as if he had failed his saving throws against all three spells. If the first save succeeds, but the save against karmic backlash fails, he is treated as if he had failed his saves against both that spell and karmic aura. Only if he succeeds on both of the first two saves is he entitled to a save against karmic aura.
  29.  
  30. Protection from Possession
  31. Abjuration
  32. Level: Brd 1, Bone Collector 1, Clr 1, Ghost 1, Pal 1, Sor/Wiz 1
  33. Components: V, S, M/DF
  34. Casting Time: 1 action
  35. Range: Touch
  36. Target: Creature touched
  37. Duration: 10 minutes/level
  38. Saving Throw: None
  39. Spell Resistance: No
  40. This spell wards a creature against mental control and possession attempts. The spell blocks any attempt to possess the warded creature (as by a magic jar attack or certain ghost feats) or to exercise mental control over the creature (as by a vampire’s supernatural domination ability, which works similarly to dominate person).
  41. The protection does not prevent a vampire’s domination itself, but it prevents the vampire from mentally commanding the protected creature. If the protection from possession effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature. Likewise, the spell keeps out a possessing life force, but does not expel one if it is in place before the spell is cast.
  42. Arcane Material Component: A bit of powdered silver, which is used to mark the forehead of the target creature.
  43.  
  44. ECTOPLASMIC ARMOR
  45. Abjuration
  46. Level: Sorcerer/wizard 1
  47. Components: V
  48. Casting Time: 1 standard action
  49. Range: Personal
  50. Target: You
  51. Duration: 1 hour/level (D)
  52. You gain a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you have (maximum +9 bonus at 16th level). This armor bonus applies only against incorporeal touch attacks. All other attacks ignore the armor bonus from ectoplasmic armor.
  53.  
  54. Resist Planar Alignment
  55. Abjuration
  56. Level: Cleric 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
  57. Components: V, S, DF
  58. Casting Time: 1 standard action
  59. Range: Touch
  60. Target: Creature touched
  61. Duration: 10 min./level
  62. Saving Throw: Fortitude negates (harmless)
  63. Spell Resistance: Yes (harmless)
  64. This abjuration grants a creature limited protection from a plane’s alignment traits. When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma check that mildly aligned planes impose on visitors of opposed alignments. The Charisma, Wisdom and Intelligence check penalties associated with strongly aligned planes are halved while this spell’s duration lasts.
  65.  
  66. Unheavened
  67. Abjuration [Evil]
  68. Level: Sor/Wiz 2
  69. Components: V, S, Drug
  70. Casting Time: 1 action
  71. Range: Touch
  72. Target: One creature
  73. Duration: 10 minutes/level
  74. Saving Throw: Will negates (harmless)
  75. Spell Resistance: Yes (harmless)
  76. The caster grants one creature a +4 profane bonus on saving throws made against any spell or spell-like effect from a good outsider. This protection manifests as a black and red nimbus of energy visible around the subject. All celestial beings can identify an unheavened nimbus on sight.
  77. Drug Component: Vodare.
  78.  
  79. DAGGERSPELL STANCE
  80. Abjuration
  81. Level: Druid 2, sorcerer/wizard 2
  82. Components: V, F
  83. Casting Time: 1 swift action
  84. Range: Personal
  85. Target: You
  86. Duration: 1 round/level (D)
  87. This spell, favored by the Daggerspell Guardians (see page 167), improves your ability to defend
  88. yourself when wielding a pair of daggers. The spell, like many of the daggerspell techniques, depends on the use of daggers to bring down a foe. The spell’s effect cannot be realized unless you are wielding two daggers, but the spell does not end if you drop, throw, or otherwise lose a hold on one or both of your daggers.
  89. While this spell is in effect, if you make a full attack while holding a dagger in each hand, you gain a +2 insight bonus on attack rolls and damage rolls made with daggers in that round.
  90. The magical energy that permeates your daggers while this spell is active allows you to deflect the magical energy of many spells. When wielding two daggers and fighting defensively, you gain spell resistance equal to 5 + your caster level.
  91. The spell focuses your concentration so that when you devote all of your attention to defense, you can turn the force of most blows away from your body with your daggers.
  92. When wielding two daggers and using the total defense action, you gain both the spell resistance benefit described above and damage reduction 5/magic.
  93. Focus: A pair of daggers.
  94.  
  95. ARCANE TURMOIL
  96. Abjuration
  97. Level: Hexblade 2, sorcerer/wizard 2
  98. Components: V, S, M
  99. Casting Time: 1 standard action
  100. Range: Close (25 ft. + 5 ft./2 levels)
  101. Target: One creature
  102. Duration: Instantaneous
  103. Saving Throw: None or Will partial; see text
  104. Spell Resistance: Yes
  105. As you make the final spell gesture, the look in your rival's eyes gives evidence enough of the chaos rampaging through his mind.
  106. You affect the subject of the spell as if by the targeted variant of dispel magic. Additionally, if the subject is a spellcaster who fails a Will save, she loses one randomly determined prepared spell or spell slot from her highest level of available spells remaining. This spell or spell slot is lost as if it had been cast or used for the day.
  107. Material Component: A broken eggshell.
  108.  
  109. ATTENTIVE ALARM
  110. Abjuration
  111. Level: Sorcerer/wizard 2
  112. Your mind seems to expand as a mystical sixth sense begins observing the target area.
  113. This spell functions like alarm, except that you immediately know the type and number of creatures that triggered the spell. This effect applies only to creatures that cross the boundary during the round in which the spell is triggered; creatures that come afterward are not automatically detected.
  114.  
  115. MAGICAL BACKLASH
  116. Abjuration
  117. Level: Bard 2, hexblade 2, sorcerer/wizard 2
  118. Components: V, S
  119. Casting Time: 1 standard action
  120. Range: Close (25 ft. + 5 ft./2 levels)
  121. Target: One creature
  122. Duration: Instantaneous
  123. Saving Throw: Fortitude half
  124. Spell Resistance: Yes
  125. With a word and a gesture, the target flares with crackling, violet-colored energy.
  126. Magical backlash causes any spells affecting the target to resonate painfully. For each spell currently in effect on the target (not counting magical backlash itself), magical backlash deals 2 points of damage per level of that spell.
  127. For example, a creature targeted by magical backlash that is under the effects of bull’s strength, blur, and mage armor spells would take 4 points of damage for bull’s strength, 4 for blur, and 2 more for mage armor for a total of 10 points of damage.
  128.  
  129. Icicle
  130. Abjuration [Cold]
  131. Level: Sorcerer/wizard 2
  132. Components: V, S
  133. Casting Time: 1 standard action
  134. Range: Close (25 ft. + 5 ft./2 levels)
  135. Area: One 10-ft. square section of ceiling or doorframe
  136. Duration: Until discharged (D)
  137. Saving Throw: See text
  138. Spell Resistance: Yes
  139. You create icicles on a ceiling, doorway, or similar overhang. The icicles fall when a creature walks beneath them, dealing 4d6 points of piercing damage. Anyone directly under the area takes this damage with no saving throw. Others within 5 feet of the icicles take half damage, or none if they succeed on a Reflex saving throw.
  140. The caster and any characters you choose can walk under the icicles or through the doorway without triggering the ice attack. Likewise, you can remove the icicles whenever desired. Others can remove them with a successful dispel magic or 10 points of fire damage. However, an unsuccessful attempt to dispel or melt the icicles automatically triggers the attack.
  141.  
  142. Ethereal Alarm
  143. Abjuration
  144. Level: Brd 2, Rgr 2, Sor/Wiz 2
  145. As alarm, but detecting only ethereal creatures that enter the warded area. The spell does not give you the ability to see the ethereal creatures once the alarm is triggered.
  146.  
  147. AERIAL ALARM
  148. Abjuration
  149. Level: Ranger 2, sorcerer/wizard 2
  150. Components: V, S, F/DF
  151. Casting Time: 1 standard action
  152. Range: Medium (100 ft. + 10 ft./level)
  153. Area: 100-ft.-radius cylinder, 500 ft. high
  154. Duration: 2 hours/level (D)
  155. Saving Throw: None
  156. Spell Resistance: No
  157. As alarm (see Player’s Handbook page 197), except the area is a cylinder that extends 500 feet into the air and the alarm only sounds when a flying creature of Medium or larger size enters or touches the warded area.
  158. Arcane Focus: A silver bell and an eagle’s feather.
  159.  
  160. DISSONANT CHANT
  161. Abjuration [Sonic]
  162. Level: Brd 2, Sor/Wiz 2
  163. Components: V, S
  164. Casting Time: 1 action
  165. Range: Close (25 ft. + 5 ft./2 levels)
  166. Area: 100-foot radius emanation
  167. Duration: 1 round/level (D)
  168. Saving Throw: None (see text)
  169. Spell Resistance: Yes
  170. You create a distracting and discordant chant. Affected creatures that attempt spellcasting or other activities that require concentration must make Concentration checks (DC 18 + Int or Cha modifier, for wizards or sorcerers respectively) to succeed.
  171. Activities that already require Concentration checks, such as casting defensively, have their DC increased by the save DC of this spell –10. For example, this spell cast by a wizard with 14 Intelligence would have a DC of 14; a cleric trying to cast spiritual weapon within the area would have to succeed on a Concentration check against DC 21 (15 + 2 for spiritual weapon spell level + 14 for dissonant chant save DC – 10 = 21).
  172. Creatures within the area gain a bonus on saving throws against language-dependent effects equal to this spell’s DC –10.
  173. While this spell does not allow a saving throw, the save DC for the spell is calculated normally (10 + spell level + Int or Cha modifier) to determine the modifier to the Concentration checks of those within the spell’s area.
  174.  
  175. MAJOR RESISTANCE
  176. Abjuration
  177. Level: Brd 2, Clr 2, Drd 2, Pal 2,Sor/Wiz 2
  178. Components: V, S, M/DF
  179. Casting Time: 1 action
  180. Range: Touch
  181. Target: Creature touched
  182. Duration: 1 hour/level
  183. Saving Throw: Will negates (harmless)
  184. Spell Resistance: Yes (harmless)
  185. You imbue the subject with a strong magical energy that protects her from harm, granting a +3 resistance bonus on saves.
  186. Arcane Material Component: A miniature cloak of fine cloth.
  187.  
  188. STORMRUNNER’S WARD
  189. Abjuration
  190. Level: Sorcerer/wizard 2
  191. Components: V, S, M
  192. Casting Time: 1 full round
  193. Range: Touch
  194. Target: One ship
  195. Duration: 1 hour/level (D)
  196. Saving Throw: None
  197. Spell Resistance: No
  198. You ward a single ship against foundering and storm damage, making it easier to sail in dangerous weather.
  199. You add a +4 bonus on any checks made to sail in severe winds, windstorms, or gales. You also add this bonus to foundering checks and capsizing checks for that ship. This bonus improves by +1 per 4 caster levels, to a maximum of +8.
  200. The stormrunner’s ward does nothing to protect the crew from the winds and green water that might roll over the side of the ship.
  201. Material Component: Handful of copper powder.
  202.  
  203. TURBIDITY
  204. Abjuration
  205. Level: Sorcerer/wizard 2
  206. Components: S, M
  207. Casting Time: 1 standard action
  208. Range: 0 ft.
  209. Area: 20-ft.-radius spread centered on you
  210. Duration: 1 min./level
  211. Saving Throw: None
  212. Spell Resistance: No
  213. You cause the water surrounding you to swirl and fill with suspended sediments, decreasing visibility and making it harder for foes to attack you. This roiling cloud obscures all vision, including darkvision, beyond 5 feet. Creatures within the area up to 5 feet from an attacker have concealment (20% miss chance), while those farther away have total concealment (50% miss chance). Creatures other than you within this cloud must make a Concentration check to cast a spell (DC 15 + spell level). Ranged attacks that pass through the turbidity automatically fail.
  214. A vigorous current (1–3 knots) disperses the clouded water in 4 rounds; a dangerous or stronger current (4 or more knots) disperses it within 1 round.
  215. This spell only functions under water.
  216. Material Component: A handful of mud.
  217.  
  218. SUPPRESS DRAGONMARK
  219. Abjuration
  220. Level: Artificer 2, sorcerer/wizard 2
  221. Components: S, F
  222. Casting Time: 1 minute
  223. Range: Close (25 ft. + 5 ft./2 levels)
  224. Target: One dragonmarked creature
  225. Duration: 24 hours
  226. Saving Throw: Will negates
  227. Spell Resistance: No
  228. Using an inversely charged Siberys dragonshard, this spell absorbs the magical energy of the target creature’s dragonmark. In casting the spell, you must touch the target creature with the charged dragonshard, requiring either a ranged or melee touch attack. If the creature is struck by the Siberys shard and fails its Will save, it loses the ability to use any spell-like abilities granted by its dragonmark for the duration of the spell.
  229. Focus: A Siberys dragonshard worth at least 25 gp and inversely tuned, a process requiring 1 hour of uninterrupted concentration. Once the spell is cast, the inverse tuning must be repeated for the focus to work again.
  230.  
  231. SIGN OF SEALING
  232. Abjuration
  233. Level: Sorcerer/wizard 3
  234. Components: V, S, M
  235. Casting Time: 1 round
  236. Range: Close (25 ft. + 5 ft./2 levels)
  237. Target: One door, chest, or portal up to 30 sq. ft./level in size
  238. Duration: Permanent
  239. Saving Throw: Reflex half; see text
  240. Spell Resistance: No
  241. You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means
  242. (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half).
  243. A knock spell doesn’t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign’s creator). A sign of sealing is a magical trap that can be disarmed with a successful DC 28 Disable Device check.
  244. You can pass your own sign safely, and it remains set behind you.
  245. Material Component: A crushed emerald worth 100 gp.
  246.  
  247. KARMIC BACKLASH
  248. Abjuration
  249. Level: Hexblade 2, sorcerer/wizard 3
  250. Your magic influences the flow of fate, doing harm to all who would dare attack you.
  251. This spell functions like karmic aura, except that any creature that damages you and fails its Will save becomes exhausted for 2 rounds.
  252.  
  253. REPELLING SHIELD
  254. Abjuration [Force]
  255. Level: Sorcerer/wizard 3
  256. Components: V, S
  257. Casting Time: 1 standard action
  258. Range: Personal
  259. Target: You
  260. Duration: 1 minute/level (D)
  261. You create a shield of force that can push your attackers away from you.
  262. This spell functions like the shield spell, except that any adjacent creature that makes a melee attack against you is also pushed 5 feet away from you after the attack is resolved. A successful Reflex save negates this effect, and spell resistance applies. You can choose the direction of the creature's movement, as long as it ends up farther away from you than it began. You can't push a creature into a space that it couldn't legally occupy (such as a wall). If no legal space exists to push the creature, it is unaffected.
  263.  
  264. TENACIOUS DISPELLING
  265. Abjuration
  266. Level: Sorcerer/wizard 3
  267. Components: V, S
  268. Casting Time: 1 standard action
  269. Range: Medium (100 ft. + 10 ft./level)
  270. Target or Area: One creature or
  271. object, or 20-ft.-radius burst
  272. Duration: Instantaneous
  273. Saving Throw: None
  274. Spell Resistance: No
  275. A wave of your hand sweeps away some of the magical effects on your target, but a surge of energy within you wants another try.
  276. This spell functions as a targeted dispel magic.
  277. If you cast tenacious dispelling again before the end of your next turn, the second casting can function either as a targeted or area dispel magic, and you gain a +2 bonus on dispel checks made as part of the spell.
  278.  
  279. Glacial Globe of Invulnerability
  280. Abjuration [Cold]
  281. Level: Cleric 4, sorcerer/wizard 3
  282. Components: V, S, M/DF
  283. Casting Time: 1 standard action
  284. Range: 10 ft.
  285. Area: 10-ft.-radius spherical emanation, centered on you
  286. Duration: 1 round/level (D)
  287. Saving Throw: None
  288. Spell Resistance: No
  289. A frosty sphere of cold energy surrounds you and excludes all spells and spell-like abilities with the fire descriptor of 3rd level or lower. This spell functions like globe of invulnerability, except that it affects only fire spells. In addition, the frosty opaqueness of the globe grants concealment (20% miss chance) to those within the area against attacks from outside. Likewise, targets outside the globe gain concealment against attacks from those within the spell’s area.
  290. Arcane Material Component: A tiny sphere of ice that shatters at the expiration of the spell.
  291.  
  292. Delay Manifestation
  293. Abjuration [Ectomancy]
  294. Level: Clr 2, Sor/Wiz 3
  295. Components: V, S
  296. Casting Time: 1 action
  297. Range: Touch
  298. Target: One living creature
  299. Duration: 1 hour/level
  300. Saving Throw: Will negates
  301. Spell Resistance: Yes
  302. You prevent the subject creature from manifesting as a ghost for the duration of the spell. If the subject dies, it appears on the Ethereal Plane as normal, but cannot enter the Material Plane while the spell is in effect. This spell works only on an ethereal ghost or a living creature with a physical body; it cannot be cast upon the body of someone who is already dead, because this spell affects a creature’s soul and a dead body has no soul to affect.
  303.  
  304. RESIST TAINT
  305. Abjuration
  306. Level: Cleric 3, druid 3, paladin 3, ranger 3, sorcerer/wizard 3
  307. Components: V, S, DF
  308. Casting Time: 1 standard action
  309. Range: Touch
  310. Target: Creature touched
  311. Duration: 10 min./level
  312. Saving Throw: Fortitude negates (harmless)
  313. Spell Resistance: Yes
  314. This spell grants a +4 resistance bonus on saving throws made to resist acquiring taint.
  315.  
  316. ECTOPLASMIC FEEDBACK
  317. Abjuration
  318. Level: Sorcerer/wizard 3
  319. Components: V, S
  320. Casting Time: 1 standard action
  321. Range: Personal
  322. Target: You
  323. Duration: 1 min./level (D)
  324. A sheath of energy that reacts to incorporeal touch attacks protects you. Any creature that hits you with an incorporeal touch attack takes 1d6 points of force damage +1 point per caster level (maximum +10). If the attacker has spell resistance, it applies to this effect.
  325.  
  326. Avoid Planar Effects
  327. Abjuration
  328. Level: Cleric 2, druid 2, sorcerer/wizard 3
  329. Components: V
  330. Casting Time: 1 standard action
  331. Range: 20 ft.
  332. Targets: One creature/level in a 20-ft.-radius burst centered on you
  333. Duration: 1 minute/level
  334. Saving Throw: None
  335. Spell Resistance: Yes (harmless)
  336. You gain a temporary respite from the natural effects of a specific plane.
  337. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.
  338. Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a water-dominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by avoid planar effects.
  339. In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane.
  340. The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait that some planes (such as Elysium and Hades) have.
  341. The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and non-natural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, but it won’t protect you if you walk into a pool of magma on that same plane.
  342.  
  343. PROTECTION FROM DESICCATION
  344. Abjuration
  345. Level: Cleric 3, druid 2, ranger 2, sorcerer/wizard 3, Summer 3
  346. Components: V, S, DF
  347. Casting Time: 1 standard action
  348. Range: Touch
  349. Target: Living creature touched
  350. Duration: 10 min./level or until discharged
  351. Saving Throw: Fortitude negates (harmless)
  352. Spell Resistance: Yes (harmless)
  353. The warded creature gains temporary immunity to dehydration of any kind.
  354. While protected by the spell, the subject cannot become dehydrated even if it takes desiccation damage.
  355. Once the spell has prevented a total of 10 points of damage from dehydration per caster level (maximum 100 points), whether that damage is desiccation damage or nonlethal damage, it is discharged.
  356.  
  357. Planar Tolerance
  358. Abjuration
  359. Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3
  360. Duration: 1 hour/level
  361. As avoid planar effects, except the effects last longer (as noted above, 1 hour per level instead of 1 minute per level).
  362.  
  363. KHYBER TRAP
  364. Abjuration
  365. Level: Sorcerer/wizard 3
  366. Components: S, F
  367. Casting Time: 1 standard action
  368. Range: Close (25 ft. + 5 ft./2 levels)
  369. Target: One outsider or extraplanar creature
  370. Duration: 1 round/level (D)
  371. Saving Throw: Will negates
  372. Spell Resistance: Yes
  373. This spell draws upon the binding power of a Khyber dragonshard to trap an extraplanar creature for a short duration. If the creature fails its Will save, it is drawn into the Khyber shard. It can take no actions inside the shard, though it can communicate if it is capable of telepathy. If the dragonshard containing the creature is broken, the creature is released.
  374. Focus: A Khyber dragonshard worth at least 100 gp per HD of the target creature.
  375. The focus can hold only one trapped creature at a time.
  376.  
  377. Psychic Poison
  378. Abjuration [Evil]
  379. Level: Clr 4, Sor/Wiz 4
  380. Components: V, S, M/DF
  381. Casting Time: 10 minutes
  382. Range: Close (25 ft. + 5 ft./2 levels)
  383. Area: 50-ft.-radius spread, or one
  384. single object or creature that can
  385. fit in that area
  386. Duration: 1 hour/level
  387. The caster taints an area, creature, or object so that anyone casting a mindaffecting or divination spell at the creature or object or within the area is subject to a psychic poison (see Table 3–6). The caster may choose any psychic poison for which he meets the minimum level requirement.
  388. Arcane Material Component: A bit of humanoid brain tissue.
  389.  
  390. ANTICIPATE TELEPORTATION
  391. Abjuration
  392. Level: Sorcerer/wizard 4
  393. Components: V, S, F
  394. Casting Time: 1 round
  395. Range: One willing creature touched
  396. Area: 5-ft./level radius emanation from touched creature
  397. Duration: 1 hour/level
  398. Saving Throw: None
  399. Spell Resistance: No
  400. The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell’s recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay.
  401. Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn’t give any awareness as to the actual location of its imminent arrival.
  402. The spell has no effect on creatures attempting to teleport away from the spell’s area, though if their destination is within the area, the spell will affect their reentry as normal.
  403. Focus: A tiny hourglass of platinum and crystal costing 500 gp, which must be carried or worn by the spell’s recipient while the spell is in effect.
  404.  
  405. OTILUKE’S DISPELLING SCREEN
  406. Abjuration
  407. Level: Sorcerer/wizard 4
  408. Components: V, S, M
  409. Casting Time: 1 standard action
  410. Range: Close (25 ft. + 5 ft./2 levels)
  411. Effect: Energy wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
  412. Duration: 1 min./level (D)
  413. Saving Throw: None
  414. Spell Resistance: No
  415. You create an opaque, immobile, shimmering screen of violet energy. Any spell effect operating on a creature or unattended object that passes through the screen is affected as by a targeted dispel magic at your caster level. Attended items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted casting of dispel magic—attended items are essentially not targeted by the screen. Make a caster level check (1d20 + 1 per caster level, maximum +10) to dispel spell effects (DC 11 + caster level) or suppress an unattended object’s magical properties for 1d4 rounds (DC equal to the item’s caster level).
  416. Spell effects not operating on objects or unattended creatures cannot pass through the screen. A disintegrate or successful dispel magic removes Otiluke’s dispelling screen, while an antimagic field suppresses it.
  417. Material Component: A sheet of fine lead crystal.
  418.  
  419. OTILUKE'S SURPRESSING FIELD
  420. Abjuration
  421. Level: Sorcerer/wizard 4
  422. Components: V, S
  423. Casting Time: 1 full round
  424. Range: 20 ft.
  425. Area: 20-ft.-radius emanation, centered on you
  426. Duration: 10 minutes/level (D)
  427. Saving Throw: None
  428. Spell Resistance: No
  429. Your skin tingles as you radiate a field of powerful magic.
  430. When you cast this spell, designate either a school of magic or a subtype of magic (such as evil spells or fire spells). Spells of that type are suppressed within the area of your spell. Anyone attempting to cast such a spell in (or into) the area must succeed on a caster level check against a DC of 11 + your caster level. (Abilities and feats that improve the ability to defeat spell resistance, such as Spell Penetration, apply here as well.) Anyone attempting to activate an item that produces a spell or effect of that type must make a similar roll, using the item's caster level for the level check. Constant items or precast effects make this check when first exposed to your suppressing field. If they succeed, they remain unaffected for the duration. If they fail, they are suppressed for the duration, resuming function (if their duration has not expired) when they leave the area.
  431.  
  432. Antidragon Aura
  433. Abjuration
  434. Level: Clr 4, Sor/Wiz 4
  435. Components: V, S, M, DF
  436. Casting Time: 1 standard action
  437. Range: Close (25 ft. + 5 ft./2 levels)
  438. Targets: 1 creature/two levels, no two of which can be more than 30 ft. apart
  439. Duration: 1 minute/level
  440. Saving Throw: Will negates (harmless)
  441. Spell Resistance: Yes (harmless)
  442. All targets gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary,supernatural, and spell-like) of dragons. This bonus increases by +1 for every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).
  443. Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).
  444.  
  445. Glacial Ward
  446. Abjuration [Cold]
  447. Level: Sorcerer/wizard 4
  448. Components: V, S, M
  449. Casting Time: 1 standard action
  450. Range: Touch
  451. Target: Creature touched
  452. Duration: 1 min./level (D)
  453. Saving Throw: None
  454. Spell Resistance: No
  455. A faint, shimmering reddish energy encases the subject’s body, granting spell resistance 18 against fire spells and spell-like abilities. In addition, any creature using a fire-based supernatural ability on the subject (such as a breath weapon) must succeed on a DC 18 level check (1d20 + level or HD) to affect a creature warded by this spell.
  456. Material Component: A pinch of sulfur.
  457.  
  458. Ice Shield
  459. Abjuration
  460. Level: Druid 5, sorcerer/wizard 4
  461. Components: V, S, M, Coldfire
  462. Casting Time: 1 standard action
  463. Range: Touch
  464. Target: Creature touched
  465. Duration: 1 min./level
  466. Saving Throw: Will negates (harmless)
  467. Spell Resistance: Yes (harmless)
  468. The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 15/—. The spell prevents a total of 10 points of damage per caster level (maximum 150 points). While protected by the spell, the creature also has vulnerability to fire and takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  469. The duration increases to 10 minutes per level when in a frostfell environment.
  470. Material Component: A pinch of sleet.
  471. Coldfire Component: Five ounces of coldfire.
  472.  
  473. Ghost Lock
  474. Abjuration [Ectomancy]
  475. Level: Clr 2, Sor/Wiz 4
  476. Components: V, S
  477. Casting Time: 1 action
  478. Range: Close (25 ft. + 5 ft./2 levels)
  479. Target: One willing nonhumanoid
  480. Duration: 1 hour/level or until discharged
  481. Saving Throw: None
  482. Spell Resistance: No
  483. If the nonhumanoid subject creature dies while this spell is in effect, the creature’s soul does not immediately enter the realm of the dead, and it can instead attempt to enter the Material Plane as a ghost, just as if it were a type of creature (humanoid) normally capable of such. Once the creature becomes a ghost, it can remain so until the spell duration expires, at which time it immediately passes through the Veil of Souls to the True Afterlife. The creature may willingly do this before the duration expires.
  484.  
  485. SPELL SNARE
  486. Abjuration
  487. Level: Artificer 3, sorcerer/wizard 4
  488. Components: S, M
  489. Casting Time: 1 minute
  490. Range: Touch
  491. Target: Eberron dragonshard touched
  492. Duration: 10 minutes/level
  493. Saving Throw: None (object)
  494. Spell Resistance: No (object)
  495. A spell snare takes advantage of an Eberron dragonshard’s innate magical affinity, tuning the shard so that it readily absorbs the energy of a spell. The next spell or spell-like ability of 3rd level or lower that targets the bearer of the spell snare is absorbed into the dragonshard and has no effect. Only spells or spell-like abilities that affect a single target, or orb or ray spells directed at the bearer, can be absorbed. Once the spell snare has absorbed a spell, its magic expires and the dragonshard disintegrates. It requires no action to absorb a spell, but you must have the dragonshard in hand.
  496. A spell snare does not discriminate between harmful or beneficial spells, and will just as readily absorb a cure light wounds spell as vampiric touch (though a character could temporarily put away or set aside the spell snare to receive a beneficial spell).
  497. A character can only benefit from one spell snare at any given time. If more than one affected shard is carried, they will all activate (and be destroyed) by the first spell to target the bearer.
  498. Material Component: An Eberron dragonshard worth at least 25 gp. Unlike most material components, the dragonshard is consumed when the spell snare effect functions, not when the spell is cast.
  499.  
  500. Vanishing Weapon
  501. Abjuration
  502. Level: Sorcerer/wizard 5
  503. Components: V, S
  504. Casting Time: 1 standard action
  505. Range: Touch
  506. Target: Weapon touched
  507. Duration: 1 minute/level
  508. Saving Throw: None; see text
  509. Spell Resistance: No
  510. This spell encapsulates a weapon in a faint blue glow. In addition to dealing normal damage, the weapon dispels on contact any summoned creature or quasireal creature brought into being by a Conjuration (summoning) or Illusion (shadow) spell. This requires a successful dispel check (1d20 + caster’s level)
  511. against DC 11 + the level of the caster who summoned or created the creature.
  512. If the vanishing weapon is a ranged weapon, the spell’s effect is imparted to the weapon’s ammunition.
  513. A summoned or quasi-real creature goaded into touching the vanishing weapon is also dispelled.
  514. This spell has no effect on called creatures.
  515.  
  516. Telepathy Block
  517. Abjuration
  518. Level: Bard 5, cleric 5, sorcerer/wizard 5
  519. Components: V, S
  520. Casting Time: 1 standard action
  521. Range: Close (25 ft. + 5 ft./2 levels)
  522. Area: 80-ft.-radius emanation centered on a creature, object, or point in space
  523. Duration: 1 round/level (D)
  524. Saving Throw: None
  525. Spell Resistance: No
  526. This spell blocks all telepathic communication within the affected area, making telepathic conversation impossible. The spell can be cast on a point in space, but the effect is stationary. The spell can be centered on a creature or mobile object, in which case the effect emanates from the creature or object and moves as it moves.
  527.  
  528. AIMING AT THE TARGET
  529. Abjuration
  530. Level: Sorcerer/wizard 5, wu jen 5
  531. Components: S
  532. Casting Time: 1 swift action
  533. Range: Personal
  534. Target: You
  535. Duration: Concentration, up to 20 minutes; see text
  536. When you cast this spell as a swift action (see page 86), you increase your ability to concentrate on a spell you have already cast. This spell is one of only a few spells (finding the center being another) that you can cast while maintaining concentration on another spell. Aiming at the target gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on the other spell, and
  537. its effect lasts as long as you concentrate on the other spell (to a maximum of 20 minutes).
  538.  
  539. DUELWARD
  540. Abjuration
  541. Level: Sorcerer/wizard 5
  542. Components: V, S, M
  543. Casting Time: 1 standard action
  544. Range: Personal
  545. Target: You
  546. Duration: 1 round/level or until discharged (D)
  547. You mantle yourself in a powerful magical field that facilitates your defense against enemy spells. While a duelward is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast.
  548. The first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged.
  549. Material Component: A miniature silk glove.
  550.  
  551. RECIPROCAL GYRE
  552. Abjuration
  553. Level: Sorcerer/wizard 5
  554. Components: V, S, M
  555. Casting Time: 1 standard action
  556. Range: Medium (100 ft. + 10 ft./level)
  557. Target: One creature or object
  558. Duration: Instantaneous
  559. Saving Throw: Will half, then Fortitude
  560. negates; see text
  561. Spell Resistance: No
  562. You manipulate the magical aura of a creature or object, creating a damaging feedback reaction of arcane power. The target takes 1d6 points of damage per spell level of each functioning spell or spell-like ability currently affecting it (maximum 25d6). For example, a creature who is hasted (3rd level), flying (3rd level), and protected by a stoneskin spell (4th-level wizard version) takes 10d6 points of damage (Will save for half ). In addition, any creature that fails its save must then succeed on a Fortitude save or be dazed for 1d6 rounds.
  563. Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area (such as invisibility sphere and solid fog) can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be—for example, the magic of a cloak of resistance can’t be used by reciprocal gyre, but a spell cast by a wand of invisibility could be.
  564. Material Component: A tiny closed loop of copper wire.
  565.  
  566. REFUSAL
  567. Abjuration
  568. Level: Sorcerer/wizard 5
  569. Components: V, S, M
  570. Casting Time: 1 standard action
  571. Range: Medium (100 ft. + 10 ft./level)
  572. Effect: Two 10-ft. squares/level (S)
  573. Duration: 1 hour/level
  574. Saving Throw: Will negates; see text
  575. Spell Resistance: Yes
  576. You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area. Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highest-level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn’t yet exhausted his 5th-level spell slots for the day adds +5 to the save DC). You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.
  577. Creatures that have no spellcasting capability or spell-like abilities (including spellcasters who have exhausted their spell slots, and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty. Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return.
  578. Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest safe space outside the warded area if they fail.
  579. Material Component: A pinch of dust from a wizard’s tomb.
  580.  
  581. Imprison Possessor
  582. Abjuration
  583. Level: Demonologist 4, Sor/Wiz 5
  584. Components: V, S
  585. Casting Time: 1 action
  586. Range: Close (25 ft. + 5 ft./2 levels)
  587. Target: One possessing creature and
  588. its host
  589. Duration: Permanent (D)
  590. Saving Throw: Will negates
  591. Spell Resistance: Yes
  592. The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The possessing creature cannot
  593. leave the body it is currently in, whether or not it is its own, by any means.
  594.  
  595. Contingent Energy Resistance
  596. Abjuration
  597. Level: Clr 4, Drd 4, Sor/Wiz 5
  598. Components: V, S, M
  599. Casting Time: 1 minute
  600. Range: Personal
  601. Target: You
  602. Duration: 1 hour/level (D)
  603. This spell functions similarly to contingency, but with a more limited scope. While contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for the remainder of the spell’s duration (just as if you were under the effect of a resist energy spell of the appropriate type).
  604. Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed. You can’t have more than one contingent energy resistance in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires.
  605. The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell). However, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.
  606. Material Component: A pearl worth at least 100 gp.
  607.  
  608. Anticold Sphere
  609. Abjuration
  610. Level: Sorcerer/wizard 5
  611. Components: V, S
  612. Casting Time: 1 standard action
  613. Range: 10 ft.
  614. Area: 10-ft.-radius emanation, centered on you
  615. Duration: 10 min./level (D)
  616. Saving Throw: None
  617. Spell Resistance: Yes
  618. You bring into being a mobile, spherical energy field that protects against cold. All creatures within the area of the spell are granted immunity to cold. In addition, the sphere prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast.
  619. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see Abjuration, page 172 of the Player’s Handbook).
  620.  
  621. Dispel Possession
  622. Abjuration [Ectomancy]
  623. Level: Brd 4, Clr 5, Sor/Wiz 5
  624. Components: V, S, M/DF
  625. Casting Time: 1 action
  626. Range: Close (25 ft. + 5 ft./2 levels)
  627. Target: One creature
  628. Duration: Instantaneous
  629. Saving Throw: None
  630. Spell Resistance: No
  631. You force a being that is possessing a creature out of its host body. The possessor acts as if it had left its host voluntarily (a ghost appears next to the host, a person using magic jar returns to its receptacle if in range or dies if it is not, and so on).
  632. Alternatively, this spell may be used as a form of dispel magic to dispel a charm, dominate, or similar effect on a target.
  633. Material Component: powered silver worth 1 gp.
  634.  
  635. ANTIFIRE SPHERE
  636. Abjuration
  637. Level: Sorcerer/wizard 5
  638. Components: V, S
  639. Casting Time: 1 standard action
  640. Range: Touch
  641. Area: 10-ft.-radius emanation from touched creature
  642. Duration: 10 min./level
  643. Saving Throw: Will negates
  644. (harmless)
  645. Spell Resistance: No; see text
  646. You bring into being a mobile, spherical energy field that protects against fire. All creatures within the area of the spell gain immunity to fire damage.
  647. In addition, the sphere prevents the entrance of any creature with the fire subtype and hedges out such creatures that are in the area when the spell is cast. You must overcome a creature’s spell resistance to keep it at bay.
  648.  
  649. DISPEL WATER
  650. Abjuration
  651. Level: Bard 4, cleric 5, druid 4, sorcerer/wizard 5, Thirst 4
  652. Components: V, S
  653. Casting Time: 1 standard action
  654. Range: Medium (100 ft. + 10 ft./level)
  655. Target or Area: See text
  656. Duration: Instantaneous
  657. Saving Throw: See text
  658. Spell Resistance: See text
  659. You call on the power of the waste to  counter and dismiss water creatures, spells, and effects. However, dispel water cannot counter an instantaneous spell or effect.
  660. You choose to use dispel water in one of three ways: to dry up a body of water, to counter a water-based spell or effect, or to dismiss an extra-planar creature of the water subtype.
  661. Dry Up Water: This effect instantly destroys 200 cubic feet of water per level. Remaining water rushes in to fill the void. Cast in a large body of water, such as an ocean, the destruction of 1,000 or more cubic feet of water produces a strong current that pulls boats and creatures down.
  662. Creatures caught in the current must make a DC 20 Swim check to avoid going under. A creature that fails the Swim check is pulled down to a depth of 10 feet per caster level and must hold its breath or begin to drown (see page 304 of the Dungeon Master’s Guide). The current might capsize vessels: The chance is 95% for a craft shorter than 20 feet long, 50% for one from 20 to 60 feet long, and 20% for one over 60 feet long.
  663. Counterspell: Used in this way, dispel water targets a spellcaster and is cast as a counterspell (see page 170 of the Player’s Handbook). It only counters spells and spell-like abilities that have the water descriptor, or appear on the Water domain spell list, or clearly involve water (such as create food and water, sleet storm, and wall of ice). To successfully counter the other spell, you must make a dispel check (1d20 + your caster level, maximum +20) against a DC equal to 11 + the spell’s caster level.
  664. Dismiss Water Creature: Cast in this way, dispel water targets a single extra-planar creature of the water subtype within range. The creature can negate the effect with a successful Will save (and its spell resistance, if any, applies). If it fails to save or resist the spell, the creature is forced back to its home plane.
  665.  
  666. SUPERIOR RESISTANCE
  667. Abjuration
  668. Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5
  669. Components: V, S, M/DF
  670. Casting Time: 1 action
  671. Range: Touch
  672. Target: Creature touched
  673. Duration: 1 hour/level
  674. Saving Throw: Will negates (harmless)
  675. Spell Resistance: Yes (harmless)
  676. You imbue the subject with a powerful magical energy that protects him from harm, granting a +6 resistance bonus on saves.
  677. Arcane Material Component: A miniature cloak of fine cloth.
  678.  
  679. SCRY TRAP
  680. Abjuration
  681. Level: Cleric 5, sorcerer/wizard 5
  682. Components: V, S, M
  683. Casting Time: 1 standard action
  684. Range: Touch
  685. Target: Creature touched
  686. Duration: 1 hour/level
  687. Saving Throw: See text
  688. Spell Resistance: See text
  689. You ward a creature against scrying, granting it defenses capable of terribly wounding any would-be scryer. If the subject of this spell comes within 10 feet of a sensor created by a divination (scrying) spell, the scry trap automatically activates. The caster of the scrying spell takes 1d6 points of damage per your caster level (maximum 15d6) and is blinded for 1 minute. A successful Will save halves the damage and negates the blindness; spell resistance also applies against this effect.
  690. In addition, the caster of the scrying spell must succeed on a caster level check (DC 10 + your caster level) or the scrying spell is dispelled immediately (spell resistance does not apply against this effect). The subject of scry trap becomes automatically aware when the spell triggers, although the subject gains no knowledge as to the nature of the scrying spell or its caster.
  691. Special: A character with any Mark of Detection dragonmark, or with the Favored in House feat (Medani), casts this spell at +1 caster level.
  692. Material Component: Powdered glass from a broken mirror.
  693.  
  694. Impotent Possessor
  695. Abjuration
  696. Level: Demonologist 4, Sor/Wiz 6
  697. Components: V, S
  698. Casting Time: 1 action
  699. Range: Close (25 ft. + 5 ft./2 levels)
  700. Target: One possessing creature
  701. Duration: Permanent (D)
  702. Saving Throw: Will negates
  703. Spell Resistance: Yes
  704. The caster renders one creature that can possess or inhabit other creatures, or a creature that can move its mind out of its body, powerless within the host it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The only action the subject can take is to leave the body it currently inhabits. This spell, in conjunction with imprison possessor, is one of the best ways to deal with a possessing fiend.
  705.  
  706. Snare Astral Traveler
  707. Abjuration
  708. Level: Clr 6, Sor/Wiz 6
  709. Components: V, S
  710. Casting Time: 1 action
  711. Range: Medium (100 ft. + 10
  712. ft./level)
  713. Target: One astral creature
  714. Duration: 1 round/level
  715. Saving Throw: Will negates
  716. Spell Resistance: Yes
  717. This spell allows the caster to attract and capture an astral creature, as someone using the astral projection spell. If such a creature is within range at the time of casting and fails its saving throw, it is brought instantly before the caster and held motionless and visible for the spell’s duration. Spellcasters generally follow snare astral traveler with a more lasting restraint, such as trap the soul.
  718. If more than one astral creature is within range, the closest creature is affected. If that creature makes its saving throw, the next closest creature must make a save. This continues until one creature fails its save or all have succeeded.
  719.  
  720. Starmantle
  721. Abjuration
  722. Level: Joy 7, sorcerer/wizard 6
  723. Components: V, S, M
  724. Casting Time: 1 standard
  725. action
  726. Range: Touch
  727. Target: One living creature
  728. touched
  729. Duration: 1 minute/level (D)
  730. Saving Throw: None
  731. Spell Resistance: Yes (harmless)
  732. This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over the target’s existing apparel and sheds light as a torch, although this is not the mantle’s  primary function.
  733. The starmantle renders the wearer impervious to nonmagical weapon attacks and transforms any nonmagical
  734. weapon or missile that strikes it into harmless light, destroying it forever.
  735. Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle’s wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the weapon (rounded down).
  736. Material Component: A pinch of dust from a pixie’s wing (20 gp).
  737.  
  738. KARMIC RETRIBUTION
  739. Abjuration
  740. Level: Hexblade 4, sorcerer/wizard 6
  741. By manipulating fate itself, you ensure that any who attack you suffer greatly for their insolence.
  742. This spell functions like karmic aura, except that any creature that damages you and fails its Will save becomes stunned for 1 round.
  743.  
  744. PRISMATIC AURA
  745. Abjuration
  746. Level: Sorcerer/wizard 6
  747. Components: V, S
  748. Casting Time: 1 standard action
  749. Range: Personal
  750. Target: You
  751. Duration: 1 round/level or until
  752. discharged (D)
  753. You are surrounded in a flashing aura of multiple colors.
  754. The prismatic aura spell obscures your image, offering you concealment. In addition, any creature that hits you with a nonreach melee weapon is subject to a random prismatic effect. Roll ld8 and consult the table under prismatic spray (PH 264); reroll any result of 8, since a prismatic aura can't generate two effects at once. Each time an effect is expended, that color disappears from the aura (reroll if it comes up again on the table). Thus a prismatic aura can affect a maximum of seven attackers before it disappears, and the spell ends.
  755. An attacker is entitled to any applicable saves, and spell resistance applies to this effect.
  756.  
  757. Aura of Evasion
  758. Abjuration
  759. Level: Clr 5, Sor/Wiz 6
  760. Components: V, S, M, DF
  761. Casting Time: 1 standard action
  762. Area: 10-ft.-radius emanation centered on you
  763. Duration: 1 minute/level
  764. Saving Throw: No
  765. Spell Resistance: No
  766. You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that successfully saves takes no damage instead.)
  767. The effect of this spell doesn’t stack with any existing evasion or improved evasion abilities.
  768. Material Component: Powdered emerald worth 500 gp.
  769.  
  770. Anti-Ectoplasm Shell
  771. Abjuration [Ectomancy]
  772. Level: Sor/Wiz 6
  773. Components: V, S
  774. As antilife shell, except that it affects only ectoplasm, whether inert or part of an ectoplasmic creature.
  775.  
  776. Repel Ectoplasm
  777. Abjuration [Ectomancy]
  778. Level: Ghost 7, Sor/Wiz 6
  779. As repel wood, but affecting only ectoplasm, whether inert or part of an ectoplasmic creature. Large manifestations of ectoplasm (such as a wall of ectoplasm spell)
  780. are not considered “fixed firmly” for the purpose of this spell and are pushed back by the waves of energy.
  781.  
  782. Seal Portal
  783. Abjuration
  784. Level: Sorcerer/wizard 6
  785. Components: V, S, M
  786. Casting Time: 1 action
  787. Range: Close (25 ft. + 5 ft./2 levels)
  788. Target: One interplanar gate or portal
  789. Duration: Permanent (D)
  790. Saving Throw: None
  791. Spell Resistance: No
  792. You can permanently seal an interplanar portal or gate. If cast on a portal, the spell prevents any activation of it, although seal portal may be dispelled by a dispel magic spell. A knock spell does not function on the sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level. In addition, the ability of the gatecrasher prestige class (see Manual of the Planes) to open portals may be able to break through a sealed portal, but if the first attempt fails, the gatecrasher can’t try again. Once the portal is opened, seal portal does not remain in effect and must be cast again.
  793. Material Component: A silver bar worth 50 gp.