**7th-level abjuration** **Casting Time:** 1 action **Range:** Touch **Components:** V, S, M (a crystal prism worth at least 500 gp) **Duration:** 8 hours **Classes:** Wizard, Sorcerer ### Description Using [[the Astraglyph Engine]]'s capability to isolate and analyze debilitating effects at their fundamental level, Armara developed a spell that grants absolute immunity to a single condition—regardless of its source. When you cast this spell, touch one willing creature and choose **one** of the following conditions. For the duration, the target becomes **completely immune** to that condition from **any source**, whether magical, physical, poison-based, or supernatural: - Blinded - Charmed - Deafened - Frightened - Paralyzed - Petrified - Poisoned - Stunned **Total Immunity Means:** - Magical effects (spells like _hold person_, _hypnotic pattern_, etc.) automatically fail to impose the condition - Physical abilities (monk's Stunning Strike, medusa's gaze, etc.) automatically fail to impose the condition - Poison-based effects (venoms, toxic gases, etc.) fail to impose the condition if it was chosen - Supernatural abilities (dragon fear aura, ghost possession, etc.) fail to impose the condition - **No saving throw is required** - effects that would impose the chosen condition simply fail **Additional Benefits:** - If the target is currently suffering from the chosen condition when you cast this spell, that condition immediately ends - This immunity functions even within _antimagic field_ (see below) - The target gains advantage on saving throws against effects that would normally cause the chosen condition for 1 hour after this spell ends ### Why This Works in Antimagic Field Unlike most protective spells, Sovereign Conditioning doesn't continuously "block" incoming effects. Instead, it **restructures the target's physiological and mental state** to make them fundamentally incompatible with the chosen condition. **Quote from [[Glyph]]'s Analysis:** > "Architect, we are not creating a shield. We are rewriting the subject's baseline state. A creature immune to being Stunned doesn't have a 'protection' that can be suppressed—they literally lack the neurological pathways required to experience neural disruption. The effect is permanent alteration for the duration, not ongoing magical defense." Think of it like this: - **Protection from Energy** = magical shield that blocks damage (suppressed by antimagic) - **Sovereign Conditioning** = temporary biological/mental restructuring (functions like a potion or natural trait) This is why the spell lasts 8 hours and cannot be dispelled—the change is physical, not magical maintenance. ### Critical Limitations - Only **one condition** can be protected against at a time - Casting this spell again on the same target replaces the previous immunity - Multiple castings on the same target do **not** stack—you cannot be immune to multiple conditions from multiple castings of this spell - The spell does not protect against damage, effects that don't impose conditions, or the source of the condition (only the condition itself) ### The Astraglyph Analysis (Lore) [[Glyph]]'s deep analysis of _invulnerability_, _mind blank_, and various condition-immunity effects (like a paladin's Aura of Courage) revealed a critical insight: **conditions are not magical constructs—they are states of being**. Being Stunned isn't a "spell effect"—it's a neurological state. Being Frightened is a psychological state. Being Paralyzed is a muscular state. Armara realized that instead of trying to "block" these conditions magically, she could temporarily restructure a creature's biology/mentality to make them **incapable of experiencing that state**—similar to how certain creatures are naturally immune to poison or charm. ### Tactical Applications **Armara's Personal Use:** After analyzing her vulnerabilities, Armara identified **Stunned** as her greatest tactical weakness. She now maintains Sovereign Conditioning (Stunned) during all dangerous operations, as being stunned would: - Break concentration on her layered contingencies - Prevent her from casting defensive reactions - Leave her vulnerable to follow-up attacks - Potentially trigger her death-linked curse with Callidora **Common Strategic Choices:** - **Stunned:** Prevents total action denial and concentration loss (highest priority for casters) - **Paralyzed:** Protects against devastating auto-crits and complete helplessness - **Charmed:** Essential when facing enchanters, vampires, or fey courts - **Frightened:** Necessary when battling ancient dragons or abyssal entities - **Petrified:** Critical defense against medusas, basilisks, or cockatrices - **Poisoned:** Useful in the Underdark or against assassins ### Designer's Note This spell emerged from a near-death experience during the Battle of Shadow Island. Armara, despite her extensive protections, was nearly killed when an enemy monk's Stunning Strike broke her concentration on _globe of invulnerability_, allowing follow-up spells to devastate her. That night, working with [[Glyph]], she began research into condition immunity. The breakthrough came when [[Glyph]] suggested: "Stop blocking the condition. Make yourself incompatible with it." The spell's 7th-level positioning reflects its power—complete immunity to one of the most dangerous aspects of combat. The choice of which condition becomes a meaningful strategic decision that defines your defensive priorities. ### At Higher Levels When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Each target can choose a different condition to be immune to, but each individual creature can still only be immune to one condition from this spell.