Shelter
Abjuration (Ward)
Tier: 3
Components: Verbal, Somatic
Casting Time: 1 round
Ritual Casting Time: 10 minutes
Range: 10 ft
Effect: 10 ft radius sphere centered on your location
Duration: 2 hours/level (D)
Saving Throw: None
You speak the last syllable, and the storm is reduced to a quiet blur beyond the warmth of your shelter.
You create an unmoving, opaque sphere of force around yourself. The sphere appears as a shimmering distortion in the air. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. Creatures can freely pass into an out of the shelter without harming it, as long as they do so carefully. Any object or creature violently moving through the barrier has a 50% chance of ending the spell. If you remove yourself from the shelter, the spell ends.
The temperature inside the shelter is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The shelter also provides protection against the elements, such as rain, dust, and sandstorms. The spell withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the shelter is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the shelter (and have a 50% chance of destroying it), although the occupants cannot be seen from outside the shelter (they have total concealment).
If you cast Invisibility on the shelter, the spell renders the shelter and all those within it invisible to those outside. The shelter is still opaque to those within.
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