Dweomer Containment

7th-level abjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 10 minutes

You create four orbs of energy that float around you, like sentries guarding from attack. For each orb, choose one of the following types of spells; Conjuration, Enchantment, Evocation, Necromancy, or Transmutation.

Whenever you are the target of an appropriate spell type, the orb you have affiliated with that type automatically absorbs the spell, negating its effect. An orb that has contained a spell can no longer absorb further spells. You may choose to have such an orb explode, releasing a magical blast in a 20- foot radius centered on you. Creatures within this area must make a Dexterity saving throw, taking 1d6 force damage per spell level that the orb absorbed. While you are immune to this damage, you cannot use abilities that allow you to select allies or creatures to protect from this effect.

Remaining orbs simply vanish after the duration of the spell, taking any stored energy with them.

Section 15: Copyright Notice

Scarred Races. © 2019, Wanderer’s Haven Publications; Author: Jeremy Hochhalter

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