Fool's World

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot-Radius Sphere)
  • Components: V, M (A "Fool" Tarot Card, specially made worth 10gp)
  • Duration: Concentration, up to 1 hour

A 30-foot-radius Invisible Sphere of Abjuration Magic surrounds you. This area is filled with magical energy that interupts the casting of spells. Within the Sphere, Spells can't be cast. Until the spell ends, the Sphere moves with you, centered on you.

A slot expended to cast a interupted spell is consumed, just as if it had been counted by Counterspell.

Spells: Any active spell or other magical Effect on a creature or an object in the Sphere continues to work. For example, Mage Armor would continue to function as normal if cast outside the sphere.

Magic Items: Some of the Properties and powers of Magic Items continue to function in the Sphere. For example, a Luck Blade would retain its +1 Bonus to Attack and Damage. But a Luck Blade that attempted to cast Wish, would have the spell suppressed.

Magical Travel: Teleportation and Planar Travel fail to work in the Sphere, but only when the Sphere is the departure point, not when it its the destination.

At Higher Levels: When you cast this spell using a spell slot of 5th level or Higher, the Range of the spell increases by 30ft for each slot level above 4th.


Magic Disruption Field

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot-Radius Sphere)
  • Components: V, M (A specially made Tarot Card, worth 10gp)
  • Duration: Concentration, up to 1 hour

A 30-foot-radius Invisible Sphere of Abjuration Magic surrounds you. This area is filled with magical energy that interupts the casting of spells. Within the Sphere, Spells can't be cast. Until the spell ends, the Sphere moves with you, centered on you.

A slot expended to cast a interupted spell is consumed, just as if it had been counted by Counterspell.

Spells: Any active spell or other magical Effect on a creature or an object in the Sphere continues to work. For example, Mage Armor would continue to function as normal if cast outside the sphere.

Magic Items: Some of the Properties and powers of Magic Items continue to function in the Sphere. For example, a Luck Blade would retain its +1 Bonus to Attack and Damage. But a Luck Blade that attempted to cast Wish, would have the spell suppressed.

Magical Travel: Teleportation and Planar Travel fail to work in the Sphere, but only when the Sphere is the departure point, not when it its the destination.

At Higher Levels: When you cast this spell using a spell slot of 5th level or Higher, the Range of the spell increases by 30ft for each slot level above 4th.