Spell Immunity (spell)

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Spell Immunity is a spell that renders the recipient completely impervious to clerical spells of up to 3rd level, negating their effects entirely. Whether the spell would have inflicted harm, imposed a condition or required a saving throw, it simply fails to take hold. The warded individual feels nothing — no divine warmth, no tingling of disrupted magic — only the absence of influence, as if the spell had never been cast at all.

Spell Immunity
Range touch
Duration 3 rounds per level
Area of Effect 1 creature
Casting Time 2 rounds
Saving Throw none
Level cleric (4th)

To bestow this protection, the caster must make physical contact with the recipient at the moment of casting, whether by gripping a shoulder or pressing a palm to the forehead. This bond instills the ward within the recipient's body, rendering them untouched by minor divine forces. However, the magic recognises only those of the same faith as the caster — outsiders, even those who worship similar gods, receive no benefit.

The spell's effects extend only to hostile clerical magic, while still allowing supportive spells like Bless, Cure Light Wounds and Remove Paralysis to function normally. The ward does not dispel magic already in effect.

The spell also grants protection against clerical nature spells cast by other classes, including bards, druids, illusionists and mages. Divine-based effects are nullified if they fall within the spell's level restriction. For example, the 3rd-level Hold Person spell would be negated if cast by a mage or illusionist, just as it would be if invoked by a cleric. However, the ward does not extend to arcane effects from magic items, meaning that a wand or other enchanted object replicating a clerical spell would not be blocked.


See Clerical Spell Tables