Stabilize | ADD2E Spells | Advanced Dungeons & Dragons | Statblocks & Sheets | World Anvil

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Stabilize

Name
Stabilize
Type of Magic
Mage
Spell Level
9th
School
Abjuration (House Quintus)
Sphere
Reversible?
No
Range
​0​
Components

Somatic, Verbal

Duration
1d4+1 turns ​
Casting Time
​1 turn ​
Area of Effect
30-foot-radius circle ​
Saving Throw
None
Effects
​This spell requires immense magical effort to cast, relegating it to the highest spell level. Stabilize negates the effects of wild magic regions, allowing the caster and all creatures in a 30-foot radius to cast spells and use magical items normally. The spell is centered on the caster and follows his movements. The caster's own spells never cause wild surges when cast within the duration of a stabilize spell, nor do the effects of wild surges extend into the protected area. Furthermore, the wild mage's spells function at his true level; Table 2 is not used to determine level variation. The spell affects wildstrike, wildzone, and wildwind. ​

Created by

thor547.

Statblock Type

ADD2E Spells

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