2/27/2023 0 Comments The magic circle cast![]() You can prevent the creature's extradimensional escape by casting a dimensional anchorspell on it, but you must cast the spell before the creature acts. A creature capable of any form of dimensional travel ( astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. If the called creature has spell resistance, it can test the trap once a day. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. ![]() If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evilspell for that creature only.Ī magic circle leaves much to be desired as a trap. ![]() The creature cannot cross the circle's boundaries. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar bindingspells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. A magic circle against evil can be focused inward rather than outward. This spell has an alternative version that you may choose when casting it. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance. Creatures that leave the area and come back are not protected. If successful, such effects are suppressed as long as they remain in the area. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. Saving Throw Will negates (harmless) Spell Resistance no see textĪll creatures within the area gain the effects of a protection from evilspell, and evil summoned creatures cannot enter the area either. School abjuration Level cleric 3, paladin 3, sorcerer/wizard 3Ĭomponents V, S, M/DF (a 3-ft.-diameter circle of powdered silver)Īrea 10-ft.-radius emanation from touched creature
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