Syluné's Absolute Immunity (Wizard Spell)

This spell protects the caster or a willing spell recip­ient touched during casting from all damaging effects of a particular spell. The spell must be of 7th level or less. Absolute immunity is gained. If a delayed blast fireball struck the chest of a being protected against that spell and then exploded, it would explode as normal, perhaps slaying many folk and devastating a room, but the un-blackened, unhurt protected being would still be stand­ing in the midst of the ashes afterward.
This spell also confers a limited benefit on the pro­tected being of a +2 bonus on all saving throws against spells similar to the designated one, but does nothing else to lessen damage from them. In the case given above, the spell recipient would gain this saving throw bonus against flaming sphere, fireball. Melf's minute meteors, meteor swarm, and probably some additional, less common, mobile-ball-of-flame spells. Sylune's ab­solute immunity has no effect at all on other spells than the designated one and related spells as described above.
A being can only be under the protection of one ab­solute immunity at a time. Casting a second immunity to the same spell on the same person overlaps the spell du­rations, so that the protection lasts longer. Casting a second absolute immunity switches the spell protected against to the second spell, replacing the first immunity.
Notes: Restricted to the Seven Sisters and their ap­prentices; rare or very rare.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells