Severn's Seven-Spell Series, Vol.1, Chapter 5: Antimagic and Aegis

by Lucian Astaroth

Search GM Binder Visit User Profile

Antimagic and Aegis

Other wizards are the most dangerous of opponents, more so than barbarians or fighters or all manner of violent folk. So I seeked and created spells designed to counter them, along with a few other useful protective ones along the way.

Blessing of the Styx

5th Level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (holy water; ash)
  • Duration: 8 hours; Concentration, up to 1 minute

You mark a willing creature with a mixture of ash and holy water, granting it a blessing from the River Styx. When the creature drops to half health within the duration, their skin assumes an ashen grey tone, and they become resistant to all damage while you maintain concentration on this spell.


When you lose concentration, they become vulnerable to all damage until the end of their next turn.


Classes: Cleric, Druid, Paladin

Imperfect Inhibition Sphere

4th Level Abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A beholder's eyestalk worth 200gp)
  • Duration: Concentration, up to 1 minute

You select a point you can see within range, and a thin silvery ray streaks out from the eye to that point, expanding in a fluctuating 5-foot radius sphere of antimagic.

Spells of 3rd level or lower cast though this sphere have disadvantage on the attack roll, and creatures in the sphere have advantage on spell saves against spells of 3rd level or lower. Magical weapons have their bonus to hit and damage suppressed, though all other effects remain and the weapons are still treated as magical.

Creatures within the sphere attempting to cast a spell of 3rd level or lower must do so using a slot 1 level higher.


On each of your subsequent turns as an action, you can move the sphere up to 30 feet to a point you can see.


At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the sphere affects Spells of one level higher for each slot level above 4th.


Classes: Sorcerer, Warlock, Wizard


Magnetizing Aura

4th Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Powdered magnetite worth 250gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You target a creature, making a melee spell attack against an unwilling creature to shower them in magnetite dust. For the duration, the creature has a magnetizing aura out to 30 feet. Any metallic object weighing 10 lb or less within range flies towards the target.

At the start of each of the creature's turns they must succeed on a Constitution saving throw or take 2d4 bludgeoning damage per 20 lb of items that attached to them since their last turn. If they fail this save by 5 or more, the creature is grappled until the start of their next turn.

The creature also gains a climbing speed equal to its movement speed up metallic surfaces.


At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the maximum weight of objects attracted to the creature increases by 5lb for every slot level above 4th.


Classes: Bard, Sorcerer, Wizard

Athenshield

8th Level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (Snakeskin; a petrified hand)
  • Duration: Concentration, up to 1 minute

You generate an arcane shield with the visage of a Medusa that hovers in the air next to your off-hand, granting you a +2 to AC. As an action on each turn thereafter, you may present the shield to a creature within 30 ft., forcing it to succeed on a Constitution saving throw or suffer the effects of the Flesh to Stone spell. However, if it fails the saving throw by 10 or more, it is instantly turned to stone.

The creature can choose to look away when targeted by this ability, and if so cannot look at you again until the start of your next turn, but does not have to make the saving throw.


You make 1 concentration check to maintain this spell regardless of the number of creatures affected, but you suffer a -4 to concentration checks to maintain this spell for each creature affected.


Classes: Cleric, Sorcerer, Warlock, Wizard

Screeching Armament

2nd Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A hag's tongue)
  • Duration: 8 hours

You attempt to enchant a set of armour or a shield, making a melee spell attack against an unwilling creature's item. You decide a trigger when you cast the spell. Common triggers include when the creature takes damage or falls unconscious, or when the item gets within a certain distance from you and your allies after a set time period. You can further refine the trigger so the spell activates only under certain circumstances or according to creature kind (for example, when a shapechanger or dragon picks up the item), or Alignment. Once the effect is triggered, this spell ends.


When you enchant the item, choose warning scream or piercing scream. You may also choose a single word or phrase for the item to scream.

Warning Scream: The item releases a thunderous wail that can be heard out to 300ft., alerting all to its presence.

Piercing Scream: The item emits a high-pitched scream that pierces the mind of all creatures within 20ft. Each creature must succeed on an Intelligence saving throw or take 3d6 psychic damage, taking half on a success. Any creature that fails the save by 10 or more is stunned until the start of their next turn.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d6 and the range of the scream increases by 100ft. for every slot level above 2nd.


Classes: Bard, Cleric, Wizard

Repulsing Aura

3rd Level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You reach into the weave, tearing small holes that release pulses of force outwards from your position. Creatures within 20 ft. attempting to move towards you must succeed on a Strength saving throw or move at half speed when moving towards you, and ranged weapon attacks have disadvantage against you.

You may as an action on each of your following turns, send out a shockwave. Each creature within 20 feet must succeed on a Constitution saving throw or suffer 4d4 force damage and be pushed back 20 feet, taking half damage and not being pushed on a success.


At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d4 and the range of the aura increases by 5ft. for every slot level above 3rd.


Classes: Bard, Sorcerer, Warlock, Wizard


Severn's Soundless Shackles

7th Level Conjuration


  • Casting Time: 1 action
  • Range: Self (60ft.)
  • Components: V, S, M (A miniature adamantine set of shackles worth 1500gp)
  • Duration: Concentration, up to 10 minutes

You conjure 7 sets of ethereal shackles that hover silently in the air around you. As part of the casting, and as an action on subsequent turns, you can target a creature within range and attempt to grapple their hands or legs with the shackles (Escape DC equal to your save DC); the target must succeed on a Dexterity saving throw or be bound.


If you shackle their hands, the target has disadvantage on attack rolls and ability checks that require their hands.

If you shackle their legs, their movement speed is halved and they have disadvantage on Dexterity saving throws.


Creatures grappled in either way are treated as if under the effects of a 7th level silence spell, and you may have up to 7 creatures grappled at a time, but having more than 2 grants advantage on the creatures' Strength (Athletics) checks to escape the chains.


Classes: Sorcerer, Wizard





















  • This is v1.0 of Antimagic and Aegis, the 5th Chapter of Severn's Seven-Spell Series

  • Creatued by u/LucianAstaroth

  • Art: Card art - Medusa Shield by medders and Shadow Demon by Kirsia Salonen

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.