Level
4th
Casting Time
1 Action
Range/Area
Self ()
Components
M *
Duration
10 Minutes
School
Abjuration
Attack/Save
DEX Save
Damage/Effect
Force

You hold material components in the weaponless or dominant weapon hand, to cast the spell first before drawing a weapon to use use with or more hands, and a protective magical force surrounds it until the spell ends.

  1. The target's base AC becomes 20 + its Dexterity modifier. 
  2. Base damage of melee weapons: +20 force damage & foot range. 
  3. The target's base save DC becomes 20 + its Ability modifier.
  4. The target's base Strength Score becomes 20 + its Strength modifier.
  5. The target's base Initiative becomes 20 + its Dexterity modifier.
  6. The target's base Dexterity score becomes 20 + its Dexterity modifier.
  7. The target's base Constitution score adds a +20.
  8. The target's base Ability Checks/Skills adds a +20.
  9. The target's base Movement Speed adds a +20.
  10. The target's base Passive Senses adds a +20.
  11. The target's base HP & Temporary HP adds a +20.

During the spell duration of these eleven buffs, the protective magical force that surrounds the target with a green outline; the target's eyes glow green; green electricity surrounds the target. Displays the symbol of the school of magic on the chest and back.

The spell ends if the duration ends or if you dismiss the spell as an action. Each use of the spell use consumes one dead ant queen.

* - (Three dead ant queens.)

Spell Tags: Damage Buff Movement Negation Utility Combat Warding

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

DungeonDelver16

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