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#### Halt Space *9th-level Abjuration* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V - **Duration:** Concentration, up to 1 minute - **Classes:** Sorcerer, Warlock, Wizard ___ You halt the movement of space in an area, creating a zone from which nothing can escape. Choose an area within range, a 25 foot cube of space is rendered immobile centered on the point you choose. Any creatures in the spell's area of effect are Paralyzed for the duration, and any objects in that space are frozen in place, even if that renders them airborne. Magical and nonmagical effects are also frozen upon reaching the spell's area of effect. Rain ceases to fall, flames do not spread or diminish, and spells that create a physical effect such as *eldritch blast* or *ice storm* are halted in the area. Anything that enters the spell's effective area after being cast is rendered immobile as well. The area of space immobilized by this spell retains it's relative position to the planet or plane it was cast on. > ##### The Nature of *Halt Space* > The description of the *halt space* spell is left purposely vague in order to make it easier to fit in any campaign. This leaves a question as to exactly what can affect inside the spell. Spells like *phantasmal force*, *animal friendship*, and *hex* would logically work even if the target was in an immobilized space. Spells like *firebolt*, *spike growth*, or *conjure animals* logically would not. Still, spells like *shatter* or *power word kill* which rely on sound could be justified to go either way depending on your definition of "space." To prevent cases like this it's important to consult with your dungeon master as to what they believe halting space would entail.