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If one abjuration spell is active within 10 feet of another for 24 [[hour]]s or more, the magical fields interfere with each other and create barely visible energy fluctuations. The [[DC]] to find such spells with the [[Search]] skill drops by 4. If an abjuration creates a barrier that keeps certain types of [[creature]]s at bay, that barrier cannot be used to push away those creatures. If a [[spellcaster]] forces the barrier against such a creature, he feels a discernible pressure against the barrier. If he continues to apply pressure, it ends the spell. |
If one abjuration spell is active within 10 feet of another for 24 [[hour]]s or more, the magical fields interfere with each other and create barely visible energy fluctuations. The [[DC]] to find such spells with the [[Search]] skill drops by 4. If an abjuration creates a barrier that keeps certain types of [[creature]]s at bay, that barrier cannot be used to push away those creatures. If a [[spellcaster]] forces the barrier against such a creature, he feels a discernible pressure against the barrier. If he continues to apply pressure, it ends the spell. |
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+ | ==Subschools== |
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+ | *No [[subschool]]s |
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[[Category:Schools of magic]] |
[[Category:Schools of magic]] |
Revision as of 06:31, 6 January 2006
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4. If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If a spellcaster forces the barrier against such a creature, he feels a discernible pressure against the barrier. If he continues to apply pressure, it ends the spell.
Subschools
- No subschools