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Apex Abjuration

January 26th, 2012

Joshua Zaback

Obscure Arcana Archive

            Hello everyone and welcome back to Obscure Arcana, where we bring you the best in new spells each and every week. This week is Abjuration Week here at Necromancers of the Northwest, and as such today’s spells will all be drawn from that most defensive of magic schools.  Enjoy.

Lesser Banishing

Lesser Banishing
            This spell provides the mage with the ability to banish summoned creatures whence they came.  This spell can banish any creature summoned with a spell from the summoning subschool to its home plane unless it succeeds on a Will save.  This spell can only affect creatures who were summoned within 1 round of the casting of this spell.  Creatures who have been summoned for at least two full rounds are rendered immune to the effect.

 

Minor Dispel

Minor Dispel
            This lesser version of dispel magic functions identically to the targeted dispel version of the spell, except that this spell can only end one spell effect on a given target, selected by the caster at the time of the casting.  If the caster is unaware of what spells are currently affecting his target, one is chosen at random.

 

Proof Against the Senses

Proof Against the Senses
            This potent protective spell grants the target magical protection against a number of nontraditional means to determine his location.  Firstly, the spell renders the target immune to the effects of the following spells: faerie fire, see invisibility, and true seeing.  Furthermore, the subject cannot be detected with the scent special quality.

 

Room Warding

Room Warding
            This excellent spell provides safety and security against magical attempts to breach a wall or door.  This spell renders one or more surfaces immune to magical penetration by the spells passwall, knock, phase door, orsimilar spells and effects.  The surfaces can still be breached by mundane means such as lock picks or battering rams, and this spell does not ward against entry by teleport or similar spells.

 

Zone of Warding

Zone of Warding
            This potent spell allows the caster to create a series of wards to guard an area from outside intrusion.  Any creature who passes through the outer boundary of the spell into the spell’s area suffers one of the follow effects, chosen by the caster at the time of casting.
            Damage: Creatures entering the spell’s area suffer 1d6 points of force damage per two caster levels.
            Exhaustion: Creatures entering the spell’s area become exhausted for 1 hour.
            Crippled: Creatures entering the spell’s area suffer a -2 penalty to all their ability scores for one hour.