# Primordial Element: Void
>[!quote]
>”***Vak’thariel omna ul’nihilar."***
><cite>— Order of Absence chant, roughly translating to “All of the world soon will be gone.”</cite>
Also known as Anti-magic, the Void is one of the three Primordial Elements of Creation - the one that inspires the most fear. The mysteries of the *Void* are vast and unknowable. Scholars speak of the world being birthed from it - the song of creation erupting from the silence. Deities speak of it in hushed tones, as if afraid that speaking its name will draw the gaze of something best left untouched. What little is known drives those that search for answers to madness, with most being reduced to babbling messes that repeat the same phrase:
> *“All of the world soon will be gone.”*
Worshippers of the Void - members of a cult known as *The Order of Absence* - chant the phrase as a sort of prayer. While many question the implication behind such a saying, one thing has been made exceedingly clear: Calamity and destruction soon follows those that speak it.
## The Karavala Supremacy
>[!quote]+ *Mariposa on Myrthos*
>”Myrthos…. He was so fascinated by my power - I remember his favorite thing as a child was to watch the feathers from his pillow orbit around a small singularity I conjured. Sometimes it felt like that was the only thing that would get him to sleep. He was the perfect child. It was like Vaka had finally blessed me with the thing I had longed for my entire life.
>
>He was kind, always going out of his way to help those most unfortunate. Wise beyond his years, he was the one who suggested that we make the GravTrain free to the public, allowing the Capital to flourish with an influx of new people and ideas from every corner of Sovereignty. The one thing I thought I had done right in my life. When he first showed promise with Aether, he and I trained for hours and hours. He had a natural gift. Any challenge I would raise, he would complete it thrice over. A true magical prodigy.
>
>So, when he began reaching for power, for the ability to help the world, I gave it to him. Willingly. When he wanted to reclaim territory my father ceded to the States, I coached him through the negotiations. The one thing he was most obsessed with was officially ending the War of the Gods, finally. After hearing his grandfather’s storiesIt wasn’t until he invited the Fallen to Khomartum that I began to worry. He had always been charismatic, sure, but I had my doubts. After all, I had crossed swords with these people - killed some of them - I knew what they were capable of. I expected there would be malfeasance at the least, and a fight at worst. What I didn’t expect, however, was that he would make them the same offer he had made the Grand Reserve:
>
>I have spent a long time trying to repair his mistakes. I’ve done a lot of good, and a lot of things I’d rather forget.
><cite> -- [[Empress Mariposa Karavala, The Harbinger of Gravity and Ruler of the Karavala Sovereignty]] </cite>
Many groups and figures have sought power from the Void throughout Valakadyn’s history, but none are as well known (and well hated) as *The Karavala Supremacy.* Ruled by the notorious [[Emperor Myrthos Karavala, The Tyrant Apostle of Gravity and Third Herald of Annihilation†]], the Supremacy was born of his desire for power, and a need to conquer. Although it is unknown what drove the Emperor to worship the Void, it is common knowledge that he spent the latter half of his reign espousing its virtues, all while exterminating a majority of the continent of Gleyari.
## The Order of Absence
# Touch of the Void
## Gaining Touch of the Void
- Casting ***[[The Grand Game/5. Magic/The Void#Void Spells|Void Spells]]*** above 5th-level.
- Learning **Forbidden Knowledge**
- Being affected by **Call of the Abyss.**
## Stages & Effects
Effects increase in stages with every two points of **Touch of the Void.**
### Seen by the Void - Stage 1 (2 Points)
- -1 to all rolls
- +10 HP
### Touched by the Void - Stage 2 (4 Points)
- -1 to all rolls
- +20 HP
- You become susceptible to **Call of the Abyss.** When you are affected by it, you may not be again for one week (six days).
- You gain the ability to cast *Counterspell* without expending a spell slot once per Long Rest.
### Embraced by the Void - Stage 3 (6 Points)
- -2 to all rolls
- +30 HP
- You gain *[[The Grand Game/5. Magic/The Void#Void Sight|Void Sight]]* in one eye.
- You suffer an additional -5 on Saving Throws you make to resist **[[The Grand Game/5. Magic/The Void#Call of the Abyss|Call of the Abyss]].** You may now be affected by the Call once every 72 hours.
- You learn the spells *[[The Grand Game/5. Magic/The Void#Backlash - 4th Level|Backlash]]* and *[[The Grand Game/5. Magic/The Void#Elusion - 2nd Level|Elusion]]*, and gain the ability to cast them without expending a spell slot once per Long Rest.
- You learn the spell *[[The Grand Game/5. Magic/The Void#Forbiddance - 6th Level|Forbiddance]],* and gain the ability to cast it without expending a spell slot once per week. When cast in this way, the casting time of *Forbiddance* becomes one Action.
### Enveloped by the Void - Stage 4 (8 Points)
- -2 to all rolls
- +40 HP
- Your *Void Sight* becomes more powerful.
- You gain Disadvantage on Saving Throws against **[[The Grand Game/5. Magic/The Void#Call of the Abyss|Call of the Abyss]].** You may now be affected by the Call once per Long Rest.
- You learn the spells *[[The Grand Game/5. Magic/The Void#Circle of Power - 5th Level|Circle of Power]]* and *[[The Grand Game/5. Magic/The Void#Dismiss Deity (Void) - 5th Level|Dismiss Deity (Void)]]*
- You learn the spell *[[The Grand Game/5. Magic/The Void#Antimagic Field - 8th Level|Antimagic Field]],* and gain the ability to cast it without expending a spell slot once per Long Rest.
### Consumed by the Void - Stage 5 (10 Points)
- -3 to all rolls
- +50 HP
- Your *Void Sight* increases to its full potential, now extending to your other eye.
- You automatically fail Saving Throws against [[The Grand Game/5. Magic/The Void#Call of the Abyss|Call of the Abyss]], unless you roll a Critical Success on the Saving Throw. You may be subject to the Call at any time, regardless of the last time you were affected.
- You learn the spells *[[The Grand Game/5. Magic/The Void#Globe of Invulnerability - 6th Level|Globe of Invulnerability]]* and *[[The Grand Game/5. Magic/The Void#Slash the Weave - 9th Level|Slash the Weave]],* and gain the ability to cast them without expending a spell slot once per Long Rest.
- You learn the spells *[[The Grand Game/5. Magic/The Void#Imprisonment - 9th Level|Imprisonment]]* and *[[The Grand Game/5. Magic/The Void#Invulnerability - 9th Level|Invulnerability]],* and gain the ability to cast them without expending a spell slot once per week.
# Call of the Abyss
# Primordial Tribulation
>[!apostle-black]- Primordial Tribulation: Void Touched
>You are more susceptible to **Touch of the Void**. In addition, you suffer Disadvantage on Saving Throws you make to resist **Call of the Abyss**.
>
>At Level 5, you gain **Void Sight**.
>>[!feat-white]- Void Sight
>>Your eye is obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you gain *Darkvision* and *Weavesight* to that range.
>>>***Darkvision.*** You can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.
>>>
>>>***Weavesight.*** You can see a faint aura around any creature or object that bears magic, and you can see the invisible flow of mana and magical energy in the air. You can see all active magical effects that are not obscured by total cover, including brewing Wild Magic Cascades, leylines, and the flow of Aether.
>
>At Level 10, you gain **Enhanced Void Sight**, and you no longer gain **Touch of the Void** when casting ***Void Spells*** lower than 5th-level. Additionally, you gain the *Herald of Annihilation’s* **Render Void** ability.
>>[!feat-white]- Enhanced Void Sight
>>The range of your *Darkvision* and *Weavesight* extends to 60 feet, and you gain *Blindsight* out to a range of 30 feet. Additionally, you gain the ability *Render Void*.
>>>***Blindsight.*** If you have *Blindsight*, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover, even if you have the **Blinded** condition or are in Darkness. Moreover, in that range, you can see something that has the **Invisible** condition.
>
>>[!apostle-red]- Ability: Render Void
>>When a spell that you can see is cast within the range of your *Weavesight* (60 ft.), you may use your Reaction to **nullify** the spell as if you had cast *Counterspell*. If the spell is of 3rd-level or lower, it is immediately dispelled.
>>
>>If the spell is of 4th-level or higher, you and the spell’s caster enter into a *Spell Contest*. You and the target must both roll a D20 Test, adding your Spellcasting Modifier. If the target succeeds, the spell is cast successfully. If you succeed, the spell is **nullified** and the target’s spell slot is expended.
>>
>>You may use this ability a number of times equal to your Proficiency Bonus per Short Rest.
>>When you reach higher levels, the level of spell slot you immediately dispel increases (Level 13; 4th-level. Level 16; 5th-level. Level 19; 6th-level. Prestige Level 2; 7th-level. Prestige Level 5; 8th-level.)
>
>At Level 20, you gain **Supreme Void Sight**.
>>[!feat-white]- Supreme Void Sight
>>Your *Darkvision* and *Weavesight* extends to 90 feet, your *Blindsight* increases to 60 feet, and you gain *Truesight* out to a range of 30 feet.
>>>***Truesight.*** Your vision is enhanced within a specified range. Within that range, your vision pierces through the following:
>>>>**Darkness.** You can see in normal and magical Darkness.
>>>>
>>>>**Invisibility.** You see creatures and objects that have the **Invisible** condition.
>>>>
>>>>**Visual Illusions.** Visual illusions appear transparent to you, and you automatically succeed on Saving Throws against them.
>>>>
>>>>**Transformations.** You discern the true form of any creature or object you see that has been transformed by magic.
>>>>
>>>>**Ethereal Plane.** You see into the Ethereal Plane.
>
>When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5*, you gain **Perfected Void Sight**.
>>[!feat-white]- Perfected Void Sight
>>Your *Darkvision* and *Weavesight* extend to *Sight* range, your *Blindsight* increases to 90 feet, your *Truesight* extends to 60 feet, and you gain *Tremorsense* out to a range of 15 feet.
>>>***Tremorsense.*** You can pinpoint the location of creatures and moving objects within a specific range, provided that you anything you are detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. *Tremorsense* can’t detect creatures or objects in the air, and it doesn’t count as a form of sight.
# Void Sight
## Embraced by the Void
Your eye is obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you gain *Darkvision* and *Weavesight* to that range.
### Darkvision
You can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.
>[!apostle-white]- Weavesight (Sense)
>You can see a faint aura around any creature or object that bears magic, and you can see the invisible flow of mana and magical energy in the air. You can see all active magical effects that are not obscured by total cover, including brewing Wild Magic Storms, leylines, and the flow of Aether.
## Enhanced Void Sight
When you become **Enveloped by the Void,** the range of your *Darkvision* and *Weavesight* extends to 60 feet, and you gain *Blindsight* out to a range of 30 feet.
## Supreme Void Sight
When you become **Consumed by the Void,** your *Darkvision* and *Weavesight* extends to 90 feet, your *Blindsight* increases to 60 feet, and you gain *Truesight* out to a range of 30 feet.
>[!apostle-black]- Truesight (Sense)
>Your vision is enhanced within a specified range. Within that range, your vision pierces through the following:
>
>**Darkness.** You can see in normal and magical Darkness.
>
>**Invisibility.** You see creatures and objects that have the **Invisible** condition.
>
>**Visual Illusions.** Visual illusions appear transparent to you, and you automatically succeed on Saving Throws against them.
>
>**Transformations.** You discern the true form of any creature or object you see that has been transformed by magic.
>
>**Ethereal Plane.** You see into the Ethereal Plane.
# Void Spells
## Cantrips
### Can’trip - Cantrip
>Abjuration Cantrip
**Casting Time**: 1 Action
**Range**: 60 ft.
**Components**: Verbal, Somatic
**Duration**: 1 Round
**Attack/Save**: n/a
**Damage/Effect**: Antimagic
>You temporarily tangle the Weave around a creature within range that you can see. Until the start of your next turn, each time the creature tries to cast a cantrip whilst this spell affects it, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not a spell slot). The spell ends if the target moves out of the spell’s range.
>
>The maximum level of spell inhibited by this cantrip increases when you reach 5th level (1st-level spells), 11th level (2nd-level spells), and 17th level (3rd-level spells).
## 1st Level
### Arcane Aegis - 1st Level
>1st Level Abjuration
**Casting Time**: 1 Action
**Range**: Self
**Components**: Somatic, Material* (a statuette of a hedgehog)
**Duration**: 1 Minute
**Attack/Save**: n/a
**Damage/Effect**: Void
>When you cast this spell, you are surrounded by a shimmering light that quickly dissipates. You gain 2d10 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes ***Void Damage*** equal to the number of Temporary Hit Points lost as a result of the attack. The spell ends early if you have no Temporary Hit Points.
>
>_**Using a Higher-Level Spell Slot.**_ You gain an additional 2d10 Temporary Hit Points for each spell slot level above 1.
### Neutralize Aura - 1st Level
>1st Level Abjuration
**Casting Time**: 1 Minute
**Range**: Touch
**Components**: Verbal, Somatic, Material* (a sprig of sage)
**Duration**: Concentration, up to 1 Hour
**Attack/Save**: n/a
**Damage/Effect**: Negation
>You touch a willing creature and neutralize its aura. Until the spell ends, the target can’t be perceived by *Fey, Fiends, Celestials, and Undead.*
>
>The spell ends early immediately after the target makes an attack roll, deals damage, casts a spell, or moves within 5 feet of one of the creature types.
>
>_**Using a Higher-Level Spell Slot**_. You can target one additional creature for each spell slot level above 1.
### Wardaway - 1st Level
>1st Level Abjuration
**Casting Time**: 1 Action
**Range**: 60 ft
**Components**: Verbal, Somatic, Material* (a clay hand)
**Duration**: Instantaneous
**Attack/Save**: CON Save
**Damage/Effect**: Void
>You hurl a disorienting magical force toward one creature within range. The target makes a Constitution Saving Throw; *Constructs* and *Undead* automatically succeed on this save.
>
>On a failed save, the target takes 2d4 ***Void Damage***, its Speed is halved until the start of your next turn, and on its next turn, it can take only an Action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only.
>
>**_Using a Higher-Level Spell Slot._** The damage increases by 2d4 for every spell slot level above 1.
## 2nd Level
### Elusion - 2nd Level
>2nd Level Abjuration
**Casting Time**: 1 Bonus Action
**Range**: Self
**Components**: Verbal, Somatic
**Duration**: Concentration, up to 10 Minutes
**Attack/Save**: n/a
**Damage/Effect**: Negation
>Arcane wards protect you against magic for the duration. You have Advantage on Saving Throws against spells and magical effects. Additionally, if you succeed on a Saving Throw against a spell or magical effect and would normally take half as much damage, you instead take no damage.
### Seal Spellcasting - 2nd Level
>2nd Level Abjuration
**Casting Time**: 1 Action
**Range**: 60 ft.
**Components**: Verbal, Somatic, Material* (wax mixed with lead and a stamp)
**Duration**: Concentration, up to 10 Minutes
**Attack/Save**: CHA Save
**Damage/Effect**: Void, Negation
>When you cast this spell, choose a creature you can see within range. When the target casts a spell, it must make a Charisma Saving Throw. On a failed save, the creature expends a spell slot to cast the spell as normal but the spell has no effect. On a successful save, the creature casts the spell but takes 3d8 ***Void Damage***. After the creature makes a Saving Throw, the spell immediately ends.
>
>_**Using a Higher-Level Spell Slot.**_ The damage increases by 1d8 for each spell slot above level 2.
## 3rd Level
## 4th Level
### Backlash - 4th Level
>4th Level Abjuration
**Casting Time**: 1 Reaction* (which you take in response to taking damage)
**Range**: 60 ft.
**Components**35272: Verbal2
**Duration**: Instantaneous
**Attack/Save**: CON Save
**Damage/Effect**: Void, Negation
>You ward yourself against destructive energy, reducing the damage taken by 4d6 plus your spellcasting ability modifier.
>
>If the triggering damage was from a creature within range, you can force the creature to make a Constitution Saving Throw. The creature takes 4d6 ***Void Damage*** on a failed save or half as much damage on a successful one.
>
>**_Using a Higher-Level Spell Slot._** The damage reduction and Force damage from this spell both increase by 1d6 for every spell slot level above 4.
## 5th Level
### Circle of Power - 5th Level
>5th Level Abjuration
**Casting Time**: 1 Action
**Range**: Self (30 ft. Sphere)
**Components**: Verbal
**Duration**: Concentration, up to 10 Minutes
**Attack/Save**: n/a
**Damage/Effect**: Negation
>An aura radiates from you in a 30-foot [Emanation](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#EmanationAreaofEffect) for the duration. While in the aura, you and your allies have Advantage on Saving Throws against spells and other magical effects. When an affected creature makes a Saving Throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
### Dismiss Deity (Void) - 5th Level
>5th Level Abjuration
**Casting Time**: 1 Action
**Range**: Sight (120 ft.)
**Components**: Verbal, Somatic
**Duration**: Instantaneous
**Attack/Save**: n/a
**Damage/Effect**: Negation
>You exert the natural order of the cosmos and force a Mythos entity back from whence it came. Choose a **Bloodied** *Immortal* creature that you can see within range. The target must make a Constitution Saving Throw with Disadvantage. On a failed save, the target is transported to a random location on a plane (GM’s choice) associated with its creature type.
## 6th Level
### Forbiddance - 6th Level
>6th Level Abjuration
**Casting Time:** 10 Minutes (Ritual)
**Range/Area:** Touch (40,000 ft^2)
**Components:** Verbal, Somatic, Material* (Ruby dust worth 1,000+ GP)
**Duration:** 1 Day
**Attack/Save:** n/a
**Damage/Effect:** Void, Planar Disruption
>You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the *Gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the **Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell**, or the *Plane Shift* spell.
>
>In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: *Aberrations, Celestials, Elementals, Fey, Fiends,* and *Undead.* When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 ***Void Damage***.
>
>You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.
>
>The spell’s area can’t overlap with the area of another _Forbiddance_ spell. If you cast _Forbiddance_ every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.
### Globe of Invulnerability - 6th Level
>6th Level Abjuration
**Casting Time:** Action
**Range/Area:** Self (10 ft. Sphere)
**Components:** Verbal, Somatic, Material* (a glass bead)
**Duration:** Concentration, up to 1 Minute
**Attack/Save:** n/a
**Damage/Effect:** Negation
>An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
>
>Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
>
>**_Using a Higher-Level Spell Slot._** The barrier blocks spells of 1 level higher for each spell slot level above 6.
## 7th Level
## 8th Level
### Antimagic Field - 8th Level
>8th Level Abjuration
**Casting Time**: 1 Action
**Range**: Self (10 ft Sphere)
**Components**: Verbal, Somatic, Material* (Iron filings)
**Duration**: Concentration, up to 1 Hour
**Attack/Save**: n/a
**Damage/Effect**: Control, Antimagic
>An aura of **antimagic** surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it.
>
>Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.
>
>Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
>
>*Dispel Magic* has no effect on the aura, and the auras created by different _Antimagic Field_ spells don’t nullify each other.
## 9th Level
>[!spell-red]+ Slash the Weave - 9th Level
>9th Level Evocation
>**Casting Time:** 1 Action
>**Range/Area:** 5 ft. (150 ft. Cone)
>**Components:** Verbal, Somatic, Material (a slashing melee weapon)
>**Duration:** 1 Round
>**Damage/Effect:** Void, Physical
>
>You slash your blade across the air, wielding ancient magic that tears open the Weave itself. You can make a melee spell attack against one target within range, dealing **10d8 Physical damage** on a hit, or half as much damage on a miss. If you hit, any spell of 8th level or lower on the target ends. Instead of attacking a creature or object, you can slash at a magical effect of 8th level or lower within range, automatically ending that effect.
>
>The cut in the Weave snaps closed just as quickly as it formed, releasing a blast of pure magical energy in the direction of the slash. Each creature in a 150-foot cone must make a Dexterity Saving Throw. Any creature, object, or magical effect you targeted with this spell must be within the cone. A creature takes ***24d6 Void damage*** on a failed save, or half as much damage on a success.
>
>The area within 60 feet of you also becomes magically unstable. Until the start of your next turn, any creature that casts a spell of 1st-level or higher in that area must succeed on a spellcasting ability check or else that spell fails without expending any resources. The DC for the check equals 10 + that spell's level.
>
>This spell damages objects in the area of the cone.
### Imprisonment - 9th Level
>[!spell-green]- Imprisonment - 9th Level
>**9th Level Abjuration**
>**Casting Time:** 1 Minute
>**Range/Area:** 30 ft.
>**Components:** Verbal, Somatic, Material (a statuette of the target worth 5,000+ GP)
>**Duration:** Until *Dispelled*
>**Damage/Effect:** Various
>You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom Saving Throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is **imprisoned**. While **imprisoned**, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the **imprisoned** target, and the target can’t teleport.
>
>Until the spell ends, the target is also affected by one of the following effects of your choice:
>
>**Burial.** The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
>
>**Chaining.** Chains firmly rooted in the ground hold the target in place. The target has the **Restrained** condition and can’t be moved by any means.
>
>**Hedged Prison.** The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
>
>**Minimus Containment.** The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
>
>**Slumber.** The target has the **Unconscious** condition and can’t be awoken.
>
>**_Ending the Spell._** When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
>
>A *Dispel Magic* spell can end the spell only if it is cast with a 9th Level spell slot, targeting either the prison or the component used to create it.
### Invulnerability - 9th Level
>9th Level Abjuration
**Casting Time:** 1 Action
**Range/Area:** Self
**Components:** Verbal, Somatic, Material (a small piece of adamantine worth at least 500 gp, which the spell consumes)
**Duration:** Concentration, up to 10 Minutes
**Damage/Effect:** Negation
>You are immune to all damage until the spell ends.
### Beyond