Hechizos de Wizard - Abjuration - Base - 003

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Charisma saving throw.

On a failed save, it is bound to serve you for the


You attempt to send one creature that you can see within range to duration. If the creature was summoned or created by another spell, that
another plane of existence. The target must succeed on a Charisma spell’s duration is extended to match the duration of this spell.
saving throw or be banished.
A bound creature must follow your instructions to the best of its
If the target is native to the plane of existence you’re on, you banish ability. You might command the creature to accompany you on an
the target to a harmless demiplane. While there, the target is adventure, to guard a location, or to deliver a message. The creature
incapacitated. The target remains there until the spell ends, at which point obeys the letter of your instructions, but if the creature is hostile to you, it
the target reappears in the space it left or in the nearest unoccupied space strives to twist your words to achieve its own objectives. If the creature
if that space is occupied. carries out your instructions completely before the spell ends, it travels to
If the target is native to a different plane of existence than the one you to report this fact if you are on the same plane of existence. If you are
you’re on, the target is banished with a faint popping noise, returning to its on a different plane of existence, it returns to the place where you bound it
home plane. If the spell ends before 1 minute has passed, the target and remains there until the spell ends.
reappears in the space it left or in the nearest unoccupied space if that At Higher Levels. When you cast this spell using a spell slot of a
space is occupied. Otherwise, the target doesn’t return. higher level, the duration increases to 10 days with a 6th-level slot, to 30
At Higher Levels. When you cast this spell using a spell slot of 5th days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year
level or higher, you can target one additional creature for each slot level and a day with a 9th-level spell slot.
above 4th. -------------------------------------------------------------------------------------------------
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Mordenkainen’s Private Sanctum Level 6
Abjuration
Casting Time: 10 minutes Globe of Invulnerability
Range: 120 feet Abjuration
Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a Casting Time: 1 action
wad of cotton or cloth, and powdered chrysolite) Range: Self
Duration: 24 hours Components: V, S, M (a glass or crystal bead that shatters when the
You make an area within range magically secure. The area is a cube spell ends)
that can be as small as 5 feet to as large as 100 feet on each side. The Duration: Concentration, up to 1 minute
spell lasts for the duration or until you use an action to dismiss it. An immobile, faintly shimmering barrier springs into existence in a
When you cast the spell, you decide what sort of security the spell 10-foot radius around you and remains for the duration.
provides, choosing any or all of the following properties: Any spell of 5th level or lower cast from outside the barrier can’t
· Sound can’t pass through the barrier at the edge of the warded area. affect creatures or objects within it, even if the spell is cast using a higher
level spell slot. Such a spell can target creatures and objects within the
· The barrier of the warded area appears dark and foggy, preventing
barrier, but the spell has no effect on them. Similarly, the area within the
vision (including darkvision) through it.
barrier is excluded from the areas affected by such spells.
· Sensors created by divination spells can’t appear inside the At Higher Levels. When you cast this spell using a spell slot of 7th
protected area or pass through the barrier at its perimeter. level or higher, the barrier blocks spells of one level higher for each slot
· Creatures in the area can’t be targeted by divination spells. level above 6th.
· Nothing can teleport into or out of the warded area. -------------------------------------------------------------------------------------------------
· Planar travel is blocked within the warded area. Guards and Wards
Abjuration
Casting this spell on the same spot every day for a year makes this Casting Time: 10 minutes
effect permanent. Range: Touch
At Higher Levels. When you cast this spell using a spell slot of 5th Components: V, S, M (burning incense, a small measure of brimstone
level or higher, you can increase the size of the cube by 100 feet for each and oil, a knotted string, a small amount of umber hulk
slot level beyond 4th. Thus you could protect a cube that can be up to 200 blood, and a small silver rod worth at least 10 gp)
feet on one side by using a spell slot of 5th level. Duration: 24 hours
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You create a ward that protects up to 2,500 square feet of floor
Stoneskin
space (an area 50 feet square, or one hundred 5-foot squares or twenty-
Abjuration
five 10-foot squares). The warded area can be up to 20 feet tall, and
Casting Time: 1 action
shaped as you desire. You can ward several stories of a stronghold by
Range: Touch
dividing the area among them, as long as you can walk into each
Components: V, S, M (diamond dust worth 100 gp, which the spell
contiguous area while you are casting the spell.
consumes)
Duration: Concentration, up to 1 hour When you cast this spell, you can specify individuals that are
unaffected by any or all of the effects that you choose. You can also
This spell turns the flesh of a willing creature you touch as hard as specify a password that, when spoken aloud, makes the speaker immune
stone. Until the spell ends, the target has resistance to nonmagical to these effects.
bludgeoning, piercing, and slashing damage. Guards and Wards creates the following effects within the warded
------------------------------------------------------------------------------------------------- area.
· Corridors. Fog fills all the warded corridors, making them heavily
Level 5 obscured. In addition, at each intersection or branching passage
offering a choice of direction, there is a 50 percent chance that a
Planar Binding creature other than you will believe it is going in the opposite
Abjuration direction from the one it chooses.
Casting Time: 1 hour
· Doors. All doors in the warded area are magically locked, as if
Range: 60 feet
sealed by an Arcane Lock spell. In addition, you can cover up to ten
Components: V, S, M (a jewel worth at least 1,000 gp, which the spell
doors with an illusion (equivalent to the illusory object function of the
consumes)
Minor Illusion spell) to make them appear as plain sections of wall.
Duration: 24 hours
· Stairs. Webs fill all stairs in the warded area from top to bottom, as
With this spell, you attempt to bind a celestial, an elemental, a fey, or the Web spell. These strands regrow in 10 minutes if they are
a fiend to your service. The creature must be within range for the entire burned or torn away while guards and wars lasts.
casting of the spell. (Typically, the creature is first summoned into the
· Other Spell Effect. You can place your choice of one of the
center of an inverted magic circle in order to keep it trapped while this
following magical effects within the warded area of the stronghold.
spell is cast.) At the completion of the casting, the target must make a

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