Unbinding (Wizard Spell)

When an unbinding spell is cast, a sphere of magical force comes into being, centered on and mobile with the caster. The sphere magically de­stroys any spells that contain, constrain, or seal, with the exceptions noted below.
The unbinding negates charm and hold spells of all types, wizard locks and similar closures, spells that create physical or magical barriers, guards and wards, temporal stasis, slow, and time stop spells, among others. The effects of a statue spell are ended, and a magic jar is shattered-forever destroyed, and the lifeforce within snuffed out. Even an impris­oned creature beneath the caster's feet emerges as though a freedom spell had been cast, and so forth. In addition, any spell that holds magical effects, including other spells, immediately releases them at a range of 0 (including magic mouth, Rary's mnemonic enhancer, imbue undead with spell ability, contingency, and so on).
Protective spells such as protection from evil, shield, minor globe of invulnerability, globe of in­vulnerability, and similar spells are not affected by an unbinding. Petrified creatures are neither revealed nor restored. Individuals bound to service are not freed (including creatures such as familiars, invis­ible stalkers, genies, and elementals). An antimagic shell is not affected, nor will the effects of unbind­ing penetrate one. Protective circles and similar con­fining runic constructions are not affected unless they currently hold a creature imprisoned, in which case, they are erased, of if that is physically impossi­ble, become ineffective as other than decorations.
Curses, quest, and geas spells are negated only if the wizard casting the unbinding spell is of a level equal to or greater than that of the original caster. The interaction of this spell with artifacts and relics is adjudicated by the DM.
These effects occur regardless of the caster's wishes. Spell effects on the person of the caster or being carried or worn by him or her, remain undisturbed, but any others are affected, even those of allies. The opening of locks or other clo­sures triggers any alarms or traps attached to them; any released creature may or may not be friendly to the caster. The caster cannot shorten this spell, save by dispelling it.
The material components are a lodestone and a pinch of saltpeter.
Notes: Restricted to incanttrixes; common.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spell from Cult of the Dragon
Category:Spells