Today we delve into the arcane arts of Abjuration once more, but with a distinct focus – the warding and protection against creatures and beings that dwell beyond the ordinary realms. Abjuration, as a school of magic, is a formidable shield against the unknown, and in this tome, I shall illuminate the spells that safeguard against otherworldly forces, banish unwanted entities, and protect us from the eerie unknown.
The creatures and beings we encounter on our adventures are as diverse as the realms themselves. From mischievous spirits to menacing demons and ethereal entities, the threats are many and varied. Abjuration magic equips us to defend against these intrusions and face the unknown with courage.
In the pages that follow, we shall explore these Abjuration spells, their incantations, and the techniques to employ them effectively. Each spell, a sentinel of security, grants protection, banishment, or sanctuary against the myriad entities that may cross our path. These incantations are not to be taken lightly, for they wield the power to shield, to drive away, and to safeguard our very existence.
So, turn these pages with caution, dear readers, for we tread on the borderlands of the arcane. Together, we shall unlock the mysteries of Abjuration, fortify our defenses, and stand resolute against the enigmatic creatures and beings that roam the shadows.
Protection from Evil and Good: 1st-level
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron worth at least 25 gp, which the spell consumes)
Duration: Concentration, up to 10 minutes
Imagine, dear ones, a touch that weaves a shield against specific otherworldly forces: aberrations, celestials, elementals, fey, fiends, and undead. This protective spell unfolds its blessings upon one willing soul you contact.
Within this shield, a treasure trove of benefits awaits. Beings of these select types find their strikes hindered, as they must face disadvantage on attack rolls against the protected one. Moreover, the target becomes immune to charms, fears, and possessions inflicted by these creatures. Even if the target was already ensnared by such an effect, they gain advantage on new saving throws against it.
Thus, this touch bestows a guardian’s embrace against the denizens of distant realms, ensuring safety and fortitude against their wiles.
Magic Circle: 3rd-level
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 hour
Picture this, my young ones: the conjuring of a 10-foot-wide, 20-foot-tall magical cylinder, like a tower of power, right before your eyes. Glowing runes adorn the floor wherever this cylinder touches it. Now, let’s delve into the spell’s essence.
Choose your focus, selecting one or more from the following groups: celestials, elementals, fey, fiends, or undead. This mystical circle wields influence over creatures of your chosen type in several ways:
- They cannot willingly step into the cylinder using nonmagical means.
- If they attempt teleportation or interplanar travel to cross the threshold, they must first pass a Charisma saving throw.
- Their attacks within the circle suffer from a disadvantage.
- Those inside the cylinder become immune to the creature’s charms, fears, and possessions.
But here’s where it gets intriguing: as you cast this spell, you have the power to twist its magic, making it operate in reverse. In this mode, the circle keeps the specified creatures within, preventing them from escaping, while those on the outside remain shielded.
As you hone your magical skills, the spell’s duration can be enhanced. When cast with a 4th-level slot or higher, the circle’s power extends by an additional hour for each slot level beyond the 3rd. So, remember, dear ones, the circle’s protection can grow with your mastery of the arcane.
Banishment: 4th-level
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute
Here lies the power to whisk away a creature, vanishing them from our plane of existence. With this spell, you choose a creature before your eyes and attempt to send them elsewhere. They must muster their inner strength with a Charisma saving throw, or find themselves banished.
If your target hails from the same plane we stand upon, they are sent to a harmless demiplane. There, they are left in a state of incapacity, unable to act. They shall remain there until the spell’s end, reappearing in the same spot they vanished from, or the nearest unoccupied space if occupied.
But if your target calls another plane their home, their banishment occurs with naught but a faint pop, returning them to their place of origin. Should the spell conclude before one minute has passed, they return to their starting point, just as before. However, should more time elapse, they may remain forever lost to our realm.
As your magical prowess grows, so does your command over this spell. When cast using a 5th-level slot or higher, you gain the ability to target one additional creature for each level beyond the 4th. So, my young mages, remember that with great power comes great responsibility.
Banishing Smite: 5th-level
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration 1 minute
Ah, picture this, my dear ones: the culmination of power in the heat of battle. As you strike a foe with your weapon before this enchantment wanes, your weapon gleams with force, and your blow inflicts an extra 5d10 force damage upon your hapless adversary.
But there’s more to this tale! Should your strike bring the target to a mere 50 hit points or less, a magical portal opens, and the creature is cast away. If the creature hails from a different plane of existence, it returns to its own realm. But if it’s from the same plane as us, it’s whisked away to a harmless demiplane. There, the creature lies in a state of incapacity, awaiting the spell’s end, which marks its return to the spot it vanished from or the closest empty space.
Planar Binding: 5th-level
Casting Time: 1 hour
Range: 60 feet
Components: V S M (A jewel worth at least 1,000 gp, which the spell consumes)
Duration: 24 hours
Now, my young ones, I shall share the secrets of a spell that seeks to bind a celestial, an elemental, a fey, or a fiend to your service. To perform this enchantment, the target creature must be within range for the entire spellcasting. Typically, the creature is first summoned into the center of an inverted magic circle, ensnared while this spell takes shape.
As the spell nears its end, the creature faces a trial of Charisma with a saving throw. Failing the test, it becomes bound to your will for the spell’s duration. If the creature was summoned or conjured by another spell, the duration of that spell is extended to match this one.
Now, hear this: a bound creature must heed your commands to the best of its abilities. You might task it with joining you on an adventure, guarding a sacred place, or delivering a crucial message. The creature shall follow your orders to the letter. However, if it harbors ill will towards you, it may twist your words to further its own desires.
Should the creature complete its assigned tasks before the spell’s end, it journeys to find you, reporting its success if you remain on the same plane of existence. If you’ve ventured to another plane, it returns to the spot where you first bound it and waits until the spell’s conclusion.
And as you delve deeper into your magical studies, you’ll learn that with higher-level spell slots, the duration of this binding grows stronger: 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, and a year and a day with a mighty 9th-level spell slot. Such is the art of commanding creatures from the realms beyond.
Imprisonment: 9th-level
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Duration: Until Dispelled
This is a powerful one my dearies: a grand display of mystical artistry, where you craft a magical restraint to ensnare a creature before your very eyes. Now, listen closely, for I shall unravel the mysteries of this spell.
First, the target faces a Wisdom saving throw, and should it succeed, it becomes immune to this spell if cast again. While under the spell’s grip, the creature requires no sustenance, air, or drink, and time itself ceases to touch it. Not even the probing eyes of divination magic can uncover its whereabouts.
Now, let us delve into the forms of imprisonment you can choose:
- Burial: Imagine the creature entombed deep within the earth, surrounded by an impenetrable sphere of magical force. Nothing can breach the sphere, and teleportation and planar travel are naught but dreams.Special component: A small mithral orb.
- Chaining: Envision heavy chains, anchored to the ground, keeping the creature in place, rendering it utterly immobile.Special component: A fine chain of precious metal.
- Hedged Prison: Here, the spell whisks the target away to a demiplane, shielded from the reach of teleportation and planar travel. This demiplane can take the form of a labyrinth, a cage, a tower, or any similar confined space.Special component: A miniature representation of the prison made from jade.
- Minimus Containment: Picture the creature shrinking to a mere inch in height, encased within a gemstone. Light flows through the gemstone, allowing sight in both directions, yet nothing else can pass through, not even the art of teleportation or planar travel. The gemstone remains unbreakable as long as the spell endures.Special component: A large, transparent gemstone like corundum, diamond, or ruby.
- Slumber: Lastly, the creature slumbers, a deep sleep from which it cannot be roused.Special component: Rare soporific herbs.
As the final thread of this enchantment, you hold the power to set a condition that will undo the spell and release the captive. The condition can be specific or intricate, but it must be rooted in reason and possess a likelihood of occurring. Names, identities, or deities can be factors, but they must relate to observable actions or qualities, not intangibles such as level or class.
Remember, only a dispel magic of 9th-level, directed at either the prison or its special component, can shatter this magical binding. And take heed, for a single special component can craft but one prison at a time. Casting the spell anew with the same component shall instantly set free the captive of the first.
Guidance for Using Abjuration of Creatures and Beings Spells
Abjuration spells offer powerful tools for protecting yourself and your allies against threats from other planes. Here are some key considerations when using these spells:
- Know Your Foes: Before employing these spells, gather information about the creatures or beings you might encounter. Understanding their origins and abilities will help you choose the right abjuration spell for the situation.
- Effective Placement: Positioning is crucial. Ensure your protective barriers encompass your allies and hinder your foes. Properly placed circles and magical barriers can make all the difference.
- Choose Wisely: The choice of which abjuration spell to cast depends on the nature of the threat. Banishment is excellent for dealing with extraplanar foes, while Magic Circle can control summoned creatures effectively.
- Preparation is Key: Stock up on the necessary components, such as holy water or precious materials, required for these spells. Being prepared ensures you can cast them when needed.
- Team Coordination: Communicate with your companions. Let them know your plans and how your abjuration spells can assist in encounters. Cooperation is often the key to success.
The power to protect against otherworldly threats is a valuable asset for any spellcaster. Abjuration spells not only shield you and your allies from harm but also give you the upper hand in encounters with creatures and beings from distant realms. Remember, knowledge and preparation are your allies in mastering these potent abjuration magics.
With protective incantations,
Old Nan