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GM Screen
Mastering the Wild
/
Spells of the Wild
/
Mid-Level Play (Levels 7–12)
Abjuration
Source
Ultimate Wilderness pg. 159
Spells that protect against or repel all sorts of wilderness threats appear in this range.
Antilife Shell
and
Antiplant Shell
: These are notable defensive spells because they don’t allow a saving throw to resist their effects. While spell resistance offers a means of defense against these spells, such an ability is almost nonexistent among plant creatures. Despite the lengthy 1-round casting time, successfully casting
antilife shell
can buy precious rounds of protection to cast other spells.
Antiplant shell
has a shorter casting time and a lower spell level, making it more useful when dealing with plant threats.
Repel Vermin
:
Repel vermin
is similar to
antilife shell
, but it takes up a lower-level spell slot and requires less time to cast. While the field created by this spell can be bypassed with a successful Will save, it still deals damage to vermin managing to traverse it—a particularly powerful effect against large numbers of enemies with few hit points. Perhaps the most enticing use of
repel vermin
is its ability to diminish the effectiveness of vermin swarms.