Level
9th
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Until Dispelled
School
Abjuration
Attack/Save
None
Damage/Effect

This spell fuses defensive and offensive magic. On your next melee attack, you now engulf the target and all beings within 5ft of it (minus yourself) in a sphere of magical energy which lasts for 10 minutes. All spells cast inside this sphere instead deal damage to the casters. If a spell is cast and the target is inside the sphere the caster must make a DC 15 check (The specific ability score is whatever ability is the casters’ spellcasting ability) or suffer the effects of the spell. (Healing spells automatically fail if the target is in the sphere) The adventurer who created the sphere can use an action to have the sphere implode, sending everything inside to a plane of the casters’ choice. Illusions are exempt from the plane shift. All beings, upon reaching the plane the caster chose, must make a DC 19 constitution saving throw or gain 2 levels of exhaustion and take 1d6 force damage. The creator of the sphere can also enter and exit the sphere at will and is immune to any damage dealt by the inhabitants of the sphere.

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

IMPLAYS

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