A complete list of all CD Abjuration spells. Entirely new spells are marked with an asterisk(*). To see the changes to the Spell Focus (Abjuration) feats, see here.
Caster Level(s): Bard 0; Cleric / Favored Soul 0; Druid 0; Paladin 0; Wizard / Sorcerer 0
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 2 Turns
Save: Harmless
Spell Resistance: No
Grants the target creature a +1 bonus to all saving throws.
Caster Level(s): Cleric / Favored Soul 1; Druid 1; Paladin 1; Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 Hours
Save: Harmless
Spell Resistance: No
The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 45 points of damage from any single elemental type.
-This spell stacks with — and is applied after — feat-based sources of damage resistance.
-Items that offer 10/- to an element will bypass this spell, allowing the spell to last longer and protect you against other elements more effectively.
-The Endure Elements, Resist Elements, Protection from Elements, Energy Buffer, Energy Immunity line of spells will not stack. The last cast spell will replace regardless of spell strength.
Caster Level(s): Assassin 2; Blackguard 2; Cleric / Favored Soul 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
A magical field appears around the caster, causing any nearby enemies a 20% chance to miss on ranged attacks.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s): Poison resistance
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 10 minutes / Level
Save: None
Spell Resistance: No
When touched, the target creature gains a +4 circumstance bonus on fortitude saves against all poisons.
Caster Level(s): Bard 1; Cleric / Favored Soul 1; Paladin 1; Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
When this spell is cast, the caster chooses a target to be protected from law, chaos, good or evil. The target receives a +2 deflection bonus to AC, +2 to all saving throws, and immunity to any charm spells and spell-like abilities used by creatures of the chosen alignment.
Caster Level(s): Cleric / Favored Soul 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: 10 Turns
Save: Harmless
Spell Resistance: No
All fear effects are removed from allies within the area of effect. The targets also gains immunity against fear spells and effects for the duration of the spell.
Caster Level(s): Cleric / Favored Soul 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Will Negates
Spell Resistance: No
The caster's or the person's, touched by the caster, presence is completely ignored by nearby creatures for the duration of the spell.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 10 Turns / Level
Save: Harmless
Spell Resistance: No
The caster gains a +4 Shield bonus to AC. The caster is also immune to the spell magic missile for the duration of the shield.
Caster Level(s): Cleric / Favored Soul 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Turns / Level
Save: Harmless
Spell Resistance: No
The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).
Caster Level | Defection Bonus |
1 | +2 |
6 | +3 |
12 | +4 |
18+ | +5 |
Caster Level(s): Assassin 2; Bard 1; Cleric / Favored Soul 2; Paladin 2
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: 1 Creature
Duration: 24 hours
Save: None
Spell Resistance: No
An Undetectable Alignment spell conceals the alignment of an object or creature from all forms of divination.
Caster Level(s): Bard 2; Cleric / Favored Soul 3; Wizard / Sorcerer 3
Innate Level: 2
School: Abjuration
Descriptor(s): Mind-Affecting
Component(s): Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 5 Rounds + 1 Round / Level
Save: Harmless
Spell Resistance: No
This spell removes the effects of daze, sleep, confusion, stun, and charm, and protects against all mind-affecting effects until it expires. For every effect removed by the spell, the target creature sustains 1 point of negative energy damage.
The mind-affecting effects of paralysis, dominate, and fear are blocked, but not removed by this spell.
Caster Level(s): Bard 1; Cleric / Favored Soul 2; Druid 2; Wizard / Sorcerer 2
Innate Level: 1
School: Abjuration
Component(s): Somatic
Range: Medium
Area of Effect / Target: Large, or single creature
Duration: Instant
Save: None
Spell Resistance: No
This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect from a creature the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of +5) against a DC of 12 + the spell effect's caster level.
Most spells of a level 14 caster are immune to lesser dispel, as the dispeller's best possible roll is 25 (20+5), while the DC is 26 (12+14). Certain Cormyr PRC's or feats can raise or lower these values.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The warded creature gains resistance to piercing weapons. The subject gains damage reduction 10/- against piercing weapons. Once the spell has prevented a total of 10 points of damage per caster level, it is discharged.
Caster Level(s): Cleric / Favored Soul 2; Druid 2; Paladin 2; Ranger 1; Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The target creature gains damage resistance 20/- against all elemental forms of damage. The spell ends after absorbing 90 points of accumulated damage from any single elemental type.
-This spell stacks with — and is applied after — feat-based sources of damage resistance.
-Items that offer 20/- to an element will bypass this spell, allowing the spell to last longer and protect you against other elements more effectively.
-The Endure Elements, Resist Elements, Protection from Elements, Energy Buffer, Energy Immunity line of spells will not stack. The last cast spell will replace regardless of spell strength.
Caster Level(s): Cleric / Favored Soul 2; Druid 2
Innate Level: 2
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One creature
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat and cold. The recipient of this spell has all damage sustained by fire or cold reduced to 50%.
Caster Level(s): Bard 2; Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Component(s): Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 5 Rounds
Save: None
Spell Resistance: No
The recipient of this spell can cast spells with a verbal component(s) without having to make any noise, as long as the casting takes place entirely within the duration of the Vocalise spell. Only the verbal requirement of spells is deleted. The spell has no effect on speech or other noises. This spell is of great use when quiet is desired in spell casting or the individual has been magically silenced.
Caster Level(s): Bard 3; Cleric / Favored Soul 3; Druid 4; Paladin 3; Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large, or single creature
Duration: Instant
Save: None
Spell Resistance: No
This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 12 + the spell effect's caster level.
Most spells of a level 19 caster are immune to dispel magic, as the dispeller's best possible roll is 30 (20+10), while the DC is 31 (12+19). Certain Cormyr PRC's or feats can raise or lower these values.
Caster Level(s): Cleric / Favored Soul 3, Dwarf 2
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large
Duration: 1 Turn / Level
Save: Reflex 1/2
Spell Resistance: Yes
The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates.
Caster Level | Damage per cast |
5 | 2d8 |
6 | 3d8 |
8 | 4d8 |
10+ | 5d8 |
Caster Level(s): Assassin 3; Bard 3; Cleric / Favored Soul 3; Paladin 3; Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Colossal
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
When this spell is cast, the caster chooses to be protected from chaos, law, good or evil. The spell target and all allies within 10 feet receive a +2 deflection bonus to armor class, +5 to all saving throws, and immunity to any fear or charm spells and spell-like abilities used by creatures of the chosen alignment.
Caster Level(s): Cleric / Favored Soul 3
Innate Level: 3
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The target creature gains absorbs 10/- points of Negative damage per hit up to a maximum of 80 points and protects against supernatural ability damage and level drains.
This spell makes one immune to ability score decrease from poison or disease, but not the poison or disease effects themselves. Some poisons or diseases will simply kill you.
Caster Level(s): Assassin 3; Ranger 4; Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: 1 Creature
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
The warded creature becomes difficult to detect by divination spells, including scrying and detect spells, as well as prevents location by such magic items as crystal balls.
Caster Level(s): Blackguard 3; Cleric / Favored Soul 3, Luck 2, Protection 2; Druid 3; Ranger 2; Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 hours
Save: Harmless
Spell Resistance: No
The target creature gains damage resistance 30/- against all elemental forms of damage. The spell ends after absorbing 180 points of damage from any single elemental type.
-This spell stacks with — and is applied after — feat-based sources of damage resistance.
-Items that offer 30/- to an element will bypass this spell, allowing the spell to last longer and protect you against other elements more effectively.
-The Endure Elements, Resist Elements, Protection from Elements, Energy Buffer, Energy Immunity line of spells will not stack. The last cast spell will replace regardless of spell strength.
Caster Level(s): Bard 3; Cleric / Favored Soul 3; Wizard / Sorcerer 4
Innate Level: 3
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
All curses and curse effects are removed from the target creature.
Caster Level(s): Bard 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster is surrounded with whispers that injure any creature that hits the caster for 1d6+1/ Level points of sonic damage.
-As with the other damage shields, only melee hits trigger the spell's damage.
-Unlike the other damage shields, damage is rolled once when the spell is cast, not per hit.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration (Darkness)
Component(s): Verbal, Somatic
Area of Effect / Target: Single
Range: Short
Area of Effect / Target: 1 Creature
Duration: 10 Turns / Level
Save: Harmless
Spell Resistance: No (Harmless)
This spell envelops the warded creature in a shroud of flickering shadows. The shroud can, if the caster desires, conceal the wearers features. It grants the subject +2 deflection bonus to armor class + 1 additional for every four caster levels, to a maximum of +5. The subject can see through the armor as if it did not exist and is also afforded Darkvision with the range of 60'. Finally, the subject gains +2 saving throws vs Positive and vs Good. Undead creatures that are targeted by this spell gain +4 turn resistance.
Caster Level(s): Cleric / Favored Soul 4; Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One creature
Duration: 1 Round / Level
Save: None
Spell Resistance: No
This spell gives you a +8 bonus on caster level checks to overcome the spell resistance of a specific creature. Assay Resistance is effective only against a single, specific creature per casting, and you must be able to see the creature when you are casting.
As Implemented: Target a creature's Spell Resistance is lowered by 8. Sources of negative SR do not stack.
Caster Level(s): Bard 5; Cleric / Favored Soul 5; Paladin 4; Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instantaneous
Save: See text
Spell Resistance: No
This spell frees victims from enchantments, transmutations and curses. Break enchantment can reverse even an instantaneous effect. For such an effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11+ caster level of the effect. Success means that the creature is free of the spell, curse or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does free the victim from the item's effects.
As Implemented: On a successful caster level check (1d20 + CL, Maximum +15) against a DC of 11 + CL of the effect you are attempting to break the spell will remove the following from a single target: Curse, Petrify, Paralysis, Frear, Stun, Daze, Confusion, Charm and Dominate.
Use of this spell to break a curse on an item is up to the DM's discretion.
Caster Level(s): Cleric / Favored Soul 4; Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One creature
Duration: 1 Turn / Level
Spell Resistance: Yes
A ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extra dimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extra dimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Caster Level(s): Bard 4; Cleric / Favored Soul 4; Wizard / Sorcerer 5
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Save: Will Negates
Spell Resistance: Yes
All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect. This spell has a +6 bonus to the saving throw DC.
Caster Level(s): Assassin 4; Bard 4; Blackguard 4; Cleric / Favored Soul 4, Chaos 3, Luck 3; Druid 4; Paladin 4; Ranger 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
Additional counterspells: Web
The target creature becomes immune to paralysis, slow, and entanglement spells and effects.
-This spell also protects the target from movement speed decreases.
-In addition to granting immunity (to future effects), this spell also removes pre-existing effects of the types it protects against.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Special
Save: None
Spell Resistance: No
Additional counterspells: Minor Globe of Invulnerability, Lesser Spell Mantle
This spell strips an enemy mage of up to two magical defenses, including lesser spell mantle, spell mantle, greater spell mantle, minor globe of invulnerability, globe of invulnerability, stoneskin, greater stoneskin, premonition, protection from elements, ghostly visage, ethereal visage, mage armor, shadow shield and elemental shield. This spell will also reduce the target creature's SR by 3 for 10 rounds.
-See CD's custom breach list for the full list of spells stripped.
-The reduced spell resistance is an extraordinary effect, so it cannot be dispelled. Sources of negative spell resistance do not stack.
Caster Level(s): Cleric Protection 4; Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
A shimmering field of energy prevents all spells of level 3 or lower from affecting the caster.
Caster Level(s): Bard 6; Cleric Earth 5, Fire 5, Protection 5; Druid 6; Wizard / Sorcerer 5
Innate Level: 5
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The target gains damage resistance 40/- against all elemental forms of damage. The spell ends after absorbing 360 points of damage from any single elemental type.
-This spell stacks with — and is applied after — feat-based sources of damage resistance.
-The Endure Elements, Resist Elements, Protection from Elements, Energy Buffer, Energy Immunity line of spells will not stack. The last cast spell will replace regardless of spell strength.
Caster Level(s): Bard 5; Cleric / Favored Soul 6, Drow 5; Druid 6; Wizard / Sorcerer 6
Innate Level: 5
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large or single
Duration: Instant
Save: None
Spell Resistance: No
Greater dispelling attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 + 1 per caster level (to a maximum of +15) against a DC of 12 + the spell effect's caster level.
Most spells of a level 24 caster are immune to greater dispelling, as the dispeller's best possible roll is 35 (20+15), while the DC is 36 (12+24).
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 5 Turns + 1 Turn / Level
Save: Harmless
Spell Resistance: No
This spell renders the target creature immune to mind-affecting spells and spell-like effects, and removes all negative effects caused by such spells.
This spell only removes the mind-affecting effects that clarity removes (dazed, sleep, confused, stunned, and charmed) plus dominated and the negative effects of the spells bane and feeblemind. It does not remove paralysis or fear.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4+6 levels of spells before collapsing.
Mantles do not absorb all spells, just the ones that check spell resistance.
Caster Level(s): Blackguard 3; Cleric / Favored Soul 5; Druid 5
Innate Level: 5
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The target creature has its spell resistance set to 12, +1 per caster level. If the target already had a higher spell resistance, this spell has no effect. Spell resistance never stacks with other sources of spell resistance.
Caster Level(s): Druid 5
School: Abjuration
Descriptor(s): Weather
Component(s): Verbal, Somatic
Range: Caster
Area of Effect / Target: 30 ft Radius
Duration: 1 Turn / Level
Save: See Text
Spell Resistance: See Text
This spell creates a small, glowing sphere of amber light at a point you designate. Any effect that deals electricity damage (such as lightning bolt or a blue dragon's breath weapon) that passes within 30 feet of the storm shield is attracted to it and strikes the shield instead of it's intended target. In the case of area spells such as lightning bolt, this redirection occurs if any portion of the spell's area is within 30 feet of the storm shield. In such a case, the entire effect is drawn to the storm shield, and all creatures or objects that otherwise would have been in the spell's area remain unharmed.
The Storm shield takes full damage (no saving throw) from any effect drawn into it. The shield can absorb up to 20 points of electricity damage per caster level before dissipating. Any remaining damage is applied to all creatures within 10 feet of the storm shield's position (Reflex half; spell resistance applies). For example, suppose a storm shield cast by a 5th-level Cleric has already absorbed 78 points of electricity damage when it is struck by lightning bolt that deals 45 points of damage. The first 22 points of damage is enough to destroy the storm shield, so every creature within 10 feet of it takes 23 points of electricity damage (or 11 with a successful save).
As Implemented: Grants 20/- resistance vs electricity for the duration of the spell.
Caster Level(s): Cleric / Favored Soul 6; Wizard / Sorcerer 7
Innate Level: 6
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Save: Will Negates
Spell Resistance: Yes
The caster is able to cause all summoned creatures, familiars, animal companions, and outsiders in the area of effect to be destroyed. A number of creatures equal to twice the caster's level in HD can be banished.
-The spell may be targeted within the described range and a visual effect will play at the target point, but the actual area of effect is centered on the caster, so creatures more than 10 meters away will not be affected.
-Creatures who avoid banishment (through a successful save or spell resistance) do not count towards the hit die limit.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: None
Spell Resistance: No
Additional counterspells: Greater Spell Breach
A shimmering field of energy prevents all spells of level 4 or lower from affecting the caster.
As with spell mantles, level 4 or lower spells that do not check spell resistance (such as Evard's black tentacles) are not blocked by a globe of invulnerability.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: No
Additional counterspells: Globe of Invulnerability, Greater Spell Mantle
This spell strips an enemy mage of up to four magical defenses, including spell mantle, minor globe of invulnerability, globe of invulnerability, stoneskin, greater stoneskin, premonition, protection from elements, ghostly visage and ethereal visage, mage armor, shadow shield, and elemental shield. This spell will also lower the target creature's SR rating by 5 for ten rounds.
See custom breach list for the full list of spells stripped.
The reduced spell resistance is an extraordinary effect, so it cannot be dispelled. Sources of negative spell resistance do not stack.
Caster Level(s): Cleric / Favored Soul 6; Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One target creature
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The targeted creature becomes enveloped in a protective blue field that repels raw magical energies. The creature gains a shield that resists 10/- magical damage, up to 200 total damage for the duration. This applies only to raw magic and not a finely developed fireball or ice storm. Spells affected include, but are not limited to, Magic Missile, Isaac's Missile Storms, and Horrid Wilting.
Caster Level(s): Cleric / Favored Soul 7, Law 6
Innate Level: 7
School: Abjuration
Range: Self
Area of Effect / Target: Caster
Duration: 5 Turns + 1 Turn / Level
Save: Harmless
Spell Resistance: No (Harmless)
When using this spell, the priest renders his mind completely immune to any mind-affecting spell, power, or psionic effect. This includes amnesia, awe, beguiling, charm, command, confusion, domination, emotion, empathy, ESP, fascination, fear, feeblemind, hold, hypnotism, insanity, magic jar, mind blast, phantasmal killer, possession, rulership, sleep, soul trapping, suggestion, telepathy, and any psionic attack or power of the telepathic discipline. In short, if the spell or effect coerces the priest into taking an action or forming an impression that he doesn’t wish to, it fails while impervious sanctity of mind is in effect. The only mind-affecting spells or powers that can affect the protected priest are those of exceedingly powerful creatures or artifacts and relics.
Unlike the wizard's spell Mind Blank, the impervious sanctity of mind offers no protection against detection or scrying. However, it is effective against some attacks and powers that Mind Blank is powerless against.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One Creature
Duration: Instantaneous
Save: None
Spell Resistance: No
When this spell is cast upon a creature it will dispel one spell protection of any level. The target's spell resistance, if any, does not affect this spell. It will always remove the highest level of protection, and if there are two of same level the choise is random.
Caster Level(s): Cleric / Favored Soul 7
Innate Level: 7
School: Abjuration (Good)
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
This powerful abjuration spell causes spells against the priest to be absorbed and consumed. This also includes spell cast by items and spell-like abilities. A successful dispel will still erase this effect. Works as Spell Mantle, absorbs up to 1d8+8 levels of spells before collapsing.
Mantles do not absorb all spells, just the ones that check spell resistance.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d8+8 spell levels before collapsing.
-Mantles do not absorb all spells, just the ones that check spell resistance.
-The empowered version of this spell occupies a level 9 spell slot and absorbs 13-24 spell levels before collapsing, which is more than what is absorbed by greater spell mantle. Mages with the empower spell feat — particularly sorcerers, who have a limited spell selection — may want to use this spell (empowered) instead of greater spell mantle.
Caster Level(s): Cleric / Favored Soul 8, Evil 7, Good 7
Innate Level: 8
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
When this spell is cast, the caster chooses to be protected from either law, chaos, good or evil. He receives a +4 Deflection bonus to AC, +4 to saving throws, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance 25 against spells cast by creatures of the chosen alignment. Creatures of the chosen alignment also take 6 + 1d8 damage each time they successfully strike the caster.
-The aura protecting from evil and chaos (holy aura and shield of law) deals divine damage, while the aura protecting from good and law (unholy aura cloak of chaos) deals negative energy damage.
-Holy Aura and Unholy Aura are mutally exlusive, but Chaos/Law are not.(Bug)
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Abjuration
Range: Medium
Area of Effect / Target: 1 Creature
Duration: 1 Round / Level
Save: No
Spell Resistance: No
This spell reduces the target creature's spell resistance by 15 (1 spell resistance per level, but the minimum level of the spell is 15).
Caster Level(s): Cleric / Favored Soul 8; Druid 8; Wizard / Sorcerer 8
Innate Level: 8
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature Touched
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
This spell grants damage reduction of 80/- up to 1080 damage to a chosen element. Caster may choose between cold, electricity, acid, sonic, or fire.
-Does not stack with the Endure Elements, Resist Elements, Protection from Elements, Energy Buffer line of spells. Attempting to cast one after using Energy Immunity first will replace Energy Immunity.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Abjuration
Range: Medium
Area of Effect / Target: One Creature
Duration: 3 Rounds
Save: None
Spell Resistance: No
When this spell is cast upon a creature it will dispel two of the most powerful protections upon it. Every round thereafter, till the duration of the spell expires, another two spell protections will be removed from the target.
Increased to 3 protections per round with Greater Spell Focus (Abjuration).
Caster Level(s): Cleric Protection 8; Wizard / Sorcerer 8
Innate Level: 8
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: 5 Turns + 1 Turn / Level
Save: Harmless
Spell Resistance: No
This spell renders all allies within the area of effect immune to mind-affecting spells and effects. All negative mind-affecting effects are also removed from the target creatures.
This spell only removes the negative effects that lesser mind blank removes (confused, dazed, dominated, charmed, sleep, and stunned and the spells bane and feeblemind). It does not remove paralysis or fear.
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Entire area
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The casting of the spell prevents all teleportation to and from the area, for one round per caster level.
Caster Level(s): Cleric / Favored Soul 9, Chaos 9; Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instantaneous
Save: Will Negates (Harmless)
Spell Resistance: Yes
The subject is freed from all spells and effects that restrict its movement, including binding, entangle, grappling, Bigby spell line, Imprisonment, Maze, paralysis, petrification, slow, stunning, stasis, and web.
To free a creature from imprisonment or a maze, you must cast this spell at the spot where it was imprisoned.
Shackles will appear at the location a player as imprisoned or mazed, and you must cast the spell upon them to free the player.
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: None
Spell Resistance: No
Additional counterspells: Greater Spell Breach
Creates a barrier around the caster that absorbs all incoming spells. It can absorb up to 1d12+10 levels of spells before collapsing.
Mantles do not absorb all spells, just the ones that check spell resistance.
Caster Level(s): Cleric Law 9; Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instantaneous
Save: Will Negates
Spell Resistance: Yes
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation in small sphere far beneath the surface of the earth.
The subject remains there until a Freedom spell is cast at the location where the imprisonment took place.
A wish or miracle spell will not free the victim, but can reveal where it was imprisoned.
Does not currently function on NPCs. Cast Freedom upon the shackles on the floor to free players from this spell.
Caster Level(s): Cleric Magic 9; Wizard / Sorcerer 9;
Innate Level: 9
School: Abjuration
Component(s): Verbal
Range: Medium
Area of Effect / Target: Colossal or single
Duration: Instant
Save: None
Spell Resistance: No
Mordenkainen's disjunction attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the two most powerful spell effects from each creature. To remove an effect, the caster makes a dispel check of 1d20, +1 per caster level (No cap) against a DC of 12 + the spell effect's caster level. In addition to its ability to dispel effects, this spell also breaches a single enemy of up to 6 magical defenses or a group of enemies of two spell protections each. Finally, the spell will lower the SR of all creatures within the area of effect by 10 for 10 rounds.
-The breach aspect occurs first, with either two (for the area of effect) or six (for the single target) spells' effects removed automatically, plus the reduction in spell resistance. There is no check for this aspect. See custom breach list for the full list of spells stripped.
-The reduced spell resistance is an extraordinary effect, so it cannot be dispelled.
-Unlike previous dispels, Mordenkainen's Disjunction has no maximum level to reach immunity. You can only ever become immune to the secondary dispel effect by out leveling the oppossing caster.
Caster Level(s): Cleric / Favored Soul 9
Innate Level: 9
School: Abjuration
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: 1 Round / Level
Save: None
Spell Resistance: No
All allies in the area of effect will receive the following bonuses: immunity to negative energy damage, immunity to level/energy drain, immunity to ability score decreases, immunity to poisons, immunity to diseases and a +4 deflection bonus to AC.