Invulnerability (3.5e Spell)

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Invulnerability
Abjuration
Level: Clr 9, Sor/Wiz 9
Components: V, S, M
Casting time: Full-Round Action
Range: Touch
Target: Creature touched
Duration: 1 round/ 5 levels (D)
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

You reach out and touch a creature, granting it total protection from all types of damage. The touched creature then becomes incapable of taking damage, taking ability damage, being subject to ability drain, losing hit points, or taking nonlethal damage for the duration of the spell. The subject of the spell may still gain temporary hit points or even regain health while the spell is in effect. Creatures that are dying become stable as soon as the spell is cast upon them and remain stable even after the spell ends.

The spell does not prevent physical objects from colliding with the subject, instead it makes the subject incapable of being damaged. The subject can still be obstructed, grappled, pinned, or otherwise denied movement, they just cannot take damage while the spell is active.

Objects with a hardness less than 20 that physically strike the subject take half of the damage that would have been dealt to the subject under normal conditions.

Example #1: An orc with a mundane scimitar strikes a barbarian with invulnerability cast on them for 6 damage. Instead of the barbarian taking 6 damage, they take 0 damage. Additionally, the orc's scimitar takes 3 damage.

Example #2: A red dragon uses its breath weapon on a barbarian with invulnerability cast on them for 30 damage. The barbarian takes 0 damage.

Example #3: A barbarian is poisoned and loses 1 hp per round while they are poisoned. The barbarian then has invulnerability cast on them. They then take 0 damage from the poison as long as the spell's effect is active.

Material Component: A small cube of adamantine weighing 1 lb. (Approx. 1,510 gp)


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