Difference between revisions of "Abjure (spell)"
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'''Abjure''' is a spell that returns a creature to its [[Outer Planes|plane of origin]], sealing the passage between realms and preventing it from returning to the [[Prime Material (inner plane)|Prime Material Plane]] for a year. The spell inflicts no [[Damage (hit points)|damage]] and does not harm the creature but ensures its removal. Once abjured, the creature is bound to its native plane, unable to cross the planar boundaries by any means until the duration expires. | '''Abjure''' is a spell that returns a creature to its [[Outer Planes|plane of origin]], sealing the passage between realms and preventing it from returning to the [[Prime Material (inner plane)|Prime Material Plane]] for a year. The spell inflicts no [[Damage (hit points)|damage]] and does not harm the creature but ensures its removal. Once abjured, the creature is bound to its native plane, unable to cross the planar boundaries by any means until the duration expires. | ||
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The spell is effective against extraplanar beings who have trespassed upon the Prime Material, forcing their departure without direct confrontation. Once the time of its banishment has passed, however, the restriction lifts and the creature is once again able to return. It's choice to return depends on the circumstances of it's banishment — it may be too fearful to return, given the strength of the caster, or it may bear a grievance that it seeks to resolve. | The spell is effective against extraplanar beings who have trespassed upon the Prime Material, forcing their departure without direct confrontation. Once the time of its banishment has passed, however, the restriction lifts and the creature is once again able to return. It's choice to return depends on the circumstances of it's banishment — it may be too fearful to return, given the strength of the caster, or it may bear a grievance that it seeks to resolve. | ||
− | Moreover, though abjure prevents the direct return of the affected creature, it does not sever its influence. Minions, followers or lesser manifestations of the abjured being may still act on its behalf. A powerful creature may command its servants from afar, orchestrating plans to undermine the caster or those responsible for its banishment. If left unchecked, these agents may work to | + | Moreover, though abjure prevents the direct return of the affected creature, it does not sever its influence. Minions, followers or lesser manifestations of the abjured being may still act on its behalf. A powerful creature may command its servants from afar, orchestrating plans to undermine the caster or those responsible for its banishment. If left unchecked, these agents may work to destabilise the conditions that led to the creature's removal or prepare for its eventual return. |
Because of these consequences, casters must weigh the use of abjure carefully. Though it serves as a potent means of removing an extraplanar threat, temporarily, it may also set in motion forces that make the banishment a prelude to greater conflict rather than its resolution. | Because of these consequences, casters must weigh the use of abjure carefully. Though it serves as a potent means of removing an extraplanar threat, temporarily, it may also set in motion forces that make the banishment a prelude to greater conflict rather than its resolution. | ||
== Reverse == | == Reverse == | ||
− | The reverse of the spell, '''implore''', functions as a summoning ritual, calling a creature from another plane to the Prime Material. The spell does not grant the caster control over the summoned entity, nor does it force obedience, but most beings recognise the effort expended to reach them and are inclined to [[Bargain a Deal (sage ability)|bargain]] in exchange for their presence. The nature of such negotiations depends on the | + | The reverse of the spell, '''implore''', functions as a summoning ritual, calling a creature from another plane to the Prime Material. The spell does not grant the caster control over the summoned entity, nor does it force obedience, but most beings recognise the effort expended to reach them and are inclined to [[Bargain a Deal (sage ability)|bargain]] in exchange for their presence. The nature of such negotiations depends on the entity's disposition and purpose — offerings of [[Food]], gifts, rare artifacts or knowledge often serve as the most effective bargaining tools. |
− | Once implored, the creature may remain on the Prime Material Plane for up to a year but can return to its own plane at will. The spell is used by clerics and scholars seeking knowledge from celestial or infernal beings, warriors seeking supernatural allies | + | Once implored, the creature may remain on the Prime Material Plane for up to a year but can return to its own plane at will. The spell is used by clerics and scholars seeking knowledge from celestial or infernal beings, warriors seeking supernatural allies or those who turn to planar forces for power beyond mortal means. Some entities respond amicably, while others use their presence to manipulate, deceive or reshape events to their advantage. |
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[[Spiritwrack (spell)]] | [[Spiritwrack (spell)]] | ||
− | + | [[Category: Clerical Magic]][[Category: Reviewed]] | |
− | [[Category: Reviewed]] |
Latest revision as of 16:49, 4 March 2025
Abjure is a spell that returns a creature to its plane of origin, sealing the passage between realms and preventing it from returning to the Prime Material Plane for a year. The spell inflicts no damage and does not harm the creature but ensures its removal. Once abjured, the creature is bound to its native plane, unable to cross the planar boundaries by any means until the duration expires.
Range | 5 ft. per level |
Duration | 1 year |
Area of Effect | 1 creature |
Casting Time | 2 rounds |
Saving Throw | negates |
Level | cleric (4th) |
Contents
The spell is effective against extraplanar beings who have trespassed upon the Prime Material, forcing their departure without direct confrontation. Once the time of its banishment has passed, however, the restriction lifts and the creature is once again able to return. It's choice to return depends on the circumstances of it's banishment — it may be too fearful to return, given the strength of the caster, or it may bear a grievance that it seeks to resolve.
Moreover, though abjure prevents the direct return of the affected creature, it does not sever its influence. Minions, followers or lesser manifestations of the abjured being may still act on its behalf. A powerful creature may command its servants from afar, orchestrating plans to undermine the caster or those responsible for its banishment. If left unchecked, these agents may work to destabilise the conditions that led to the creature's removal or prepare for its eventual return.
Because of these consequences, casters must weigh the use of abjure carefully. Though it serves as a potent means of removing an extraplanar threat, temporarily, it may also set in motion forces that make the banishment a prelude to greater conflict rather than its resolution.
Reverse
The reverse of the spell, implore, functions as a summoning ritual, calling a creature from another plane to the Prime Material. The spell does not grant the caster control over the summoned entity, nor does it force obedience, but most beings recognise the effort expended to reach them and are inclined to bargain in exchange for their presence. The nature of such negotiations depends on the entity's disposition and purpose — offerings of Food, gifts, rare artifacts or knowledge often serve as the most effective bargaining tools.
Once implored, the creature may remain on the Prime Material Plane for up to a year but can return to its own plane at will. The spell is used by clerics and scholars seeking knowledge from celestial or infernal beings, warriors seeking supernatural allies or those who turn to planar forces for power beyond mortal means. Some entities respond amicably, while others use their presence to manipulate, deceive or reshape events to their advantage.
See also,
Dweomercraft (sage study)
Spiritwrack (spell)