About: Zone Of Magical Immunity   Sponge Permalink

An Entity of Type : dbkwik:resource/HcRZysteCVx4GAi5RjMd3A==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

This spell creates a 12-yard diameter zone, centred on the caster, which is in many ways similar to the Zone Of Sanctuary. However, in addition to the protections afforded by a Zone of Sanctuary, the Zone of Magical Immunity is impervious to magic spells and effects of all kinds, except Dispel Magic spells. This includes any spell-like effects created by magic items.

AttributesValues
rdf:type
rdfs:label
  • Zone Of Magical Immunity
rdfs:comment
  • This spell creates a 12-yard diameter zone, centred on the caster, which is in many ways similar to the Zone Of Sanctuary. However, in addition to the protections afforded by a Zone of Sanctuary, the Zone of Magical Immunity is impervious to magic spells and effects of all kinds, except Dispel Magic spells. This includes any spell-like effects created by magic items.
Level
  • Battle Magic 4
dcterms:subject
Spell
  • Zone Of Magical Immunity
Range
  • 12(xsd:integer)
MP
  • 12(xsd:integer)
dbkwik:wfrp1e/prop...iPageUsesTemplate
Ingredients
  • A sphere of glass enclosing 3 drops of Daemon blood
Duration
  • Until dispelled
abstract
  • This spell creates a 12-yard diameter zone, centred on the caster, which is in many ways similar to the Zone Of Sanctuary. However, in addition to the protections afforded by a Zone of Sanctuary, the Zone of Magical Immunity is impervious to magic spells and effects of all kinds, except Dispel Magic spells. This includes any spell-like effects created by magic items. Undead creatures, Elementals, Daemons, and Ethereal creatures cannot enter the zone. Any such creatures which are within the 12-yard diameter when the spell is cast must test for instability immediately. If they make this test, they must immediately flee outside the zone at their top speed. The Zone of Magical Immunity will persist until the spellcaster performs any other action (such as moving, casting another spell, falling asleep, etc.) or until a Dispel Magic spell is successfully cast upon it. This zone is not destroyed by contact with other zones, but the other is automatically dispelled. If two Zones of Magical Immunity come into contact, they will cancel each other out.
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