**9th-level abjuration** **Casting Time:** 1 action (ritual available) **Range:** Self **Components:** V, S, M (a flawless diamond worth at least 5,000 gp consumed) **Duration:** 8 hours ### Description Through exhaustive analysis of _prismatic sphere_ using [[the Astraglyph Engine]], Armara discovered why certain magical effects resist antimagic field: they are not merely _active spells_ but **crystallized magical axioms**—fundamental statements written into the Weave itself rather than energy drawn from it. Antimagic field functions by creating a localized rule: "Magic drawn from the Weave cannot function here." However, effects that exist as **self-contained magical structures**—like prismatic barriers or artifacts—do not rely on the ambient Weave and thus continue functioning. Armara's innovation allows her to temporarily restructure her ongoing spell effects into this crystallized state. **Mechanics:** When you cast this spell, you designate up to **three ongoing spell effects** currently active on you or that you are concentrating on. For the duration, these spells are **crystallized** and gain the following properties: - They function identically to _prismatic sphere_ in relation to _antimagic field_—they are **immune to antimagic suppression** - They cannot be ended by _dispel magic_, _counterspell_, or any effect that would normally end magical effects - They cannot be altered or suppressed by any means short of _wish_ or divine intervention - Their duration continues counting down normally **Critical Limitations:** - **Dead Magic Zones:** Even crystallized spells fail in true dead magic zones, where the Weave itself is absent. Antimagic suppresses magic; dead magic zones make magic impossible. - **New Casting:** This does NOT protect you from having new spells countered or allow you to cast within antimagic - **Concentration:** If a crystallized spell requires concentration, you still must maintain it normally - **Designation Limit:** Only three spells can be crystallized at once - **No Reselection:** Once cast, you cannot change which spells are crystallized until you cast this spell again ### The Astraglyph Analysis (Lore) [[Glyph]]'s projection of _prismatic sphere_ revealed a startling truth: the spell doesn't continuously draw power from the Weave. Instead, during its casting, it **converts raw magical energy into a self-sustaining prismatic structure**—essentially freezing magical potential into crystallized form. This is why antimagic field cannot suppress it: antimagic blocks the _flow_ of magic, but prismatic effects are **already complete**. They are closer to magical artifacts than active spells. Armara realized that any spell could theoretically be crystallized this way—frozen into a self-contained structure that no longer relies on the ambient Weave. The difficulty lies in maintaining the crystallization without the spell unraveling. **Quote from [[Glyph]]'s Analysis:** > "Architect, I have identified the critical distinction. Standard spells are living processes—they breathe from the Weave like flame breathes oxygen. Prismatic effects are frozen fires—their fuel was consumed during creation, leaving only crystallized heat. Antimagic suffocates living magic but cannot extinguish crystals that no longer burn." ### Why It Doesn't Work in Dead Magic Zones Dead magic zones are fundamentally different from antimagic fields: - **Antimagic Field:** "The Weave exists here, but you cannot access it" - **Dead Magic Zone:** "The Weave itself is torn, absent, or destroyed in this location" Crystallized spells still exist _within_ the Weave's framework—they're just self-contained. In a dead magic zone, there is no framework at all. Even artifacts cease functioning in true dead magic. Armara's crystallized spells are **weave-independent** but not **weave-absent**. They still require the underlying reality of magic to exist. --- ### Designer's Note This represents months of Armara's obsessive study, with [[Glyph]] running thousands of simulations. The spell's power is undeniable, but its limitations are absolute: she can protect three effects from antimagic, but she cannot overcome the fundamental absence of magic itself. The spell also carries risk—over-crystallizing magic can make it brittle. Some of Armara's early test subjects found their crystallized buffs shattering under stress, feedback that sent her back to refinement for weeks.