Difference between revisions of "Spell Immunity (spell)"

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[[File:Spell Immunity (spell).jpg|right|525px|thumb]]
 
[[File:Spell Immunity (spell).jpg|right|525px|thumb]]
'''Spell immunity''' wards off spells of a [[:Category:Clerical Spells|clerical nature]] up to 3rd level, so that such has no effect at all for the duration of the spell — including damage done or requirements for saving throws. The recipient must be physically touched and must be of the same religion as the caster.
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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 Throws|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.
  
 
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| level = [[Cleric 4th Level Spells|cleric (4th)]]
 
| level = [[Cleric 4th Level Spells|cleric (4th)]]
 
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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 includes magic cast by [[Bard (class)|bards]], [[Druid (class)|druids]], [[Illusionist (class)|illusionists]] and [[mage |mages]], if it is also a spell a cleric can cast.  The recipient is equally unable to be affected by clerical magics discharged upon his or her self.
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The spell's effects extend only to hostile clerical magic, while still allowing supportive spells like [[Bless (spell)|Bless]], [[Cure Light Wounds (spell)|Cure Light Wounds]] and [[Remove Paralysis (spell)|Remove Paralysis]] to function normally.  The ward does not dispel magic already in effect.
  
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]
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The spell also grants protection against clerical nature spells cast by other classes, including [[Bard (class)|bards]], [[Druid (class)|druids]], [[Illusionist (class)|illusionists]] and [[Mage|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 Item|magic items]], meaning that a [[Wands|wand]] or other enchanted object replicating a clerical spell would not be blocked.
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See [[Clerical Spell Tables]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 04:05, 4 February 2025

Spell Immunity (spell).jpg

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