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Revision as of 03:50, 23 February 2011
This material is published under the OGL |
Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.
If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Abjuration Spells
- Dimensional Anchor
- Dimensional Lock
- Dismissal
- Dispel Chaos
- Dispel Evil
- Dispel Good
- Dispel Law
- Dispel Magic
- Glyph of Warding
- Greater Dispel Magic
- Greater Glyph of Warding
- Greater Psychic Turmoil
- Greater Spell Immunity
- Guards and Wards
- Mage's Disjunction
- Mage's Private Sanctum
- Magic Circle against Chaos
- Magic Circle against Evil
- Magic Circle against Good
- Magic Circle against Law
- Mind Blank
- Protection from Evil
- Protection from Good
- Protection from Law
- Protection from Spells
- Psychic Turmoil
- Sanctuary
- Sequester
- Shield
- Shield Other
- Shield of Faith
- Shield of Law
- Spell Immunity
- Spell Resistance
- Spell Turning
- Stoneskin
- Surelife
Back to Main Page → System Reference Document → Spells