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This spell allows the caster to absorb magic and re-direct it to their own spells.

AD&D 2e


Spell Level: 9 Rarity: Very Rare
Schools: Abjuraion, Evocation
Components: V, S, M (an amulet worth at least 1,000 gp kept on the caster's person for the duration, that glows as spell energy is stored; it can be re-used)
Range: Personal Casting Time: 9
Duration: 5 rounds/level Saving Throw: None
Area: Personal

Allows the caster to absorb and release spell energy and release it. The caster absorbs any spell, spell-like ability, or spell cast from a magic item, as long as it targets the caster alone and is not a touch spell. They cannot absorb touch spells, area spells, or effects from magical devices that aren't spells.

When the spellcaster absorbs the spell, they gain a number of "spell levels" equal to the level of the spell. The caster can absorb 10 total spell levels, and can use those absorbed spell levels to cast their own spells. For instance, a caster couls aborb a feeblemind spell, and gain 5 spell leves. They could then cast lightning bolt by spending 3 of those spell levels. They would have 2 levels left, and they would be able to absorb 5 more levels with this spell. Unused spell levels and absorption capacity are both lost when the spell's duration ends.

A caster can absorb part of an incoming spell if it exceeds the remaining spell levels they can absorb. Each level they do aborb gives them a +2 bonus to a saving throw against the spell, which they get to roll even if the spell doesn't usually allow a saving throw (a roll of 1 always fails).

The caster can surpress the spell for a round, and may wish to do so to avoid absorbing a beneficial spell. However, during that round, harmful spells can also get through.