Level
1st
Casting Time
1 Special
Range/Area
Self (10 ft. )
Components
V, S
Duration
Concentration
School
Abjuration
Attack/Save
None
Damage/Effect
Control (...)

Cannot cast ANY other spells or take any physical actions or movements (not including using objects as long as one hand is free to gesture), must remain in the position they have chosen and cannot make any physical attacks as Chant requires constant chanting (verbal) and a constant somatic component. Initial casting time is 1 action but continues throughout the duration of the spell.

As their action during a round, the caster creates up to a 10-foot-radius invisible sphere of spiritual energy barrier surrounding the caster or an item attuned to the caster. For each spell slot used above level 1 the caster may choose to increase the radius by twice the spell slot level used. The caster chooses to either make the spiritual energy affect the physical or the magical. Spell ends if concentration is broken, caster stops chanting/gesturing, or the barrier reaches zero hp. Destroying the attuned item after the barrier is established has no effect..

The caster is immune to any damage of the type chosen for the barrier. Physical barriers prevent anything physical from crossing its spherical boundary. Magical boundaries prevent anything magical in nature from crossing its spherical boundary. The barrier has an HP equal to half the caster's HP plus 2 times their proficiency bonus plus 2 times their constitution modifier. 

The caster may choose to continue gesturing/chanting and if a higher level slot than one was used they can choose to use the following chart to do specific actions based on the level of slot used (even if a higher level spell slots is choosen the caster may use a lower level spell slot's option). The barrier is created and maintained irregardless of slot level used until the barrier is reduced to zero hp or the caster loses concentration or chooses not to chant or gesture (or is prevented).

  • 2 rounds (requires 2nd level spell slot or higher) - If the caster chooses to stop gesturing/chanting and/or stopping concentration at this point then they may summon a random creature of half the level of the slot used to fight for them (level 1 slot = 1/2 crit, level 2 slot = lvl 1 cr, etc). 
  • 3 rounds (requires 3rd level spell slot or higher) - If the caster chooses to stop chanting/gesturing and/or stopping concentration at this point then they may make an attack roll and if hit deals 1d10 per slot level in the form of a damage type available to the caster by some skill, knowledge, or innate ability or it defaults to force damage. Also requires target to roll a constiution saving throw (only on hit) or take an additional 1d10 force damage per slot level.
  • 4 rounds (requires 4th level spell slot or higher) - If the caster chooses to stop chanting/gesturing and/or stopping concentration at this point then they may cast the banishment spell without using a spell slot upon a target of the caster's choice even if caster doesn't have the banishment spell prepared, or knows the banishment spell.
  • 5 rounds (requires 5th level spell slot or higher)- If the caster chooses to stop chanting/gesturing and/or stopping concentration at this point then they may choose one: Heal all creatures of all adverse conditions and up to a number of hitpoints equal to half their hitpoints rounded down within up to a radius equal to 20 feet plus twice the spell slot level used (no effect on undead) or gives all individuals up to a radius equal to 20 feet plus twice the spell slot level used around the caster one of the diseases at random from the contagion spell (unless they are immune to disease in which case this will have no affect).

Continuing the spell beyond five rounds in combat results in half a level of exhaustion per round due to the strain involved with maintaining concentration in adverse conditions. 

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere target the barrier instead if the magical barrier is chosen. If physical is chosen, magical spells can target the caster directly.

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere if the magical barrier is chosen but will affect the hp of the barrier. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed if the magical barrier is chosen. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough but will damage the barrier each turn if the magical barrier is chosen. If physical is chosen then any physical effects created by magic are ignored (such as gust of wind, or catching an area on fire, etc) but magical affects will reach the caster.

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it if the magical barrier is chosen. Physical barrier will suppress physical attacks inside the barrier but not magical attacks inside or outside the barrier. Both physical and magical attacks will always damage the hp of the barrier on the outside of the barrier.

Magic Items. The properties and powers of magic items are suppressed in the sphere if the magical barrier is chosen. For example, a longsword[, +1 in the sphere functions as a nonmagical longsword. But only a magical item will be able to do damage to the magical barrier from outside the magical barrier if the magical barrier is chosen (non-magical items will have no effect on the barrier but can be used to target the caster directly if the magical barrier is selected). For the physical barrier both magical and nonmagical items work but the barrier keeps both types of items out (as magical items are both magical and physical). Physical items inside the physical barrier cannot harm the barrier's hp and cannot leave the barrier but can still be used to attack the caster.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. In addition, a magic weapon or a piece of magic ammunition or armor etc will not be able to leave the sphere from inside (and cannot damage it from inside the sphere due to it being suppressed)...but again, if an attacker is inside the sphere somehow with a magic weapon they can attack the caster directly but gain no benefit from the magical properties.

Magical Travel. Teleportation and planar travel fail to work in the sphere if the magical barrier option is chosen, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. If the physical barrier is chosen magical travel is possible to or from the sphere but physically moving outside the sphere is not.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere if the magical barrier is selected. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. If the physical barrier is chosen then creates and objects can be summoned or created inside the sphere.

Dispel Magic. Spells and magical effects such as dispel magic damage the sphere if the magical barrier option is selected. Likewise, the spheres created by different magical barrier field spells don't nullify each other.

As a reaction to a declared event chosen before the spell is cast, the caster can change the the barrier from magical to physical or physical to magical. 

Spell Tags: Control Negation Warding

Available For: Cleric (Legacy) Wizard (Legacy)

ChuckWagon

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