Static Field (Wizard Spell)

This spell creates an immobile field of electricity around a creature or object. The field acts as a wall of force, trapping any living creature or object caught within. The sphere can be created to a maximum of two feet in diameter, plus one-half foot for every two levels of the caster. Thus, a 12th-level wizard creates a static field 8 feet in diameter, and 20th level wizard can create a static field as large as 12 feet in diameter. If the wizard tries to enclose something that doesn't fit within the maximum size, the spell fails and is lost. Casting the spell on an active creature requires a successful attack roll. The creature also receives a saving throw vs. spell at a +2 bonus to evade the static field before it is fully enclosed; failure means entrapment. A mobile object receives a saving throw of a 20, with a +2 bonus if it is a magical item, plus any magical bonuses it may have.
Any creature touching the static field takes two points of electrical damage per level of the caster (save vs. spell for half damage). The caster is not harmed by the spell, but cannot pass the barrier as long as it is intact.
The field can be brought down by a disinte­grate spell, by a successful dispel magic by a caster of higher level, or by a wish or alter reality spell. A rod of cancellation will also destroy the field, as will Mordenkainen's disjunction.
This spell can be made permanent with the permanency spell.
The material component is a perfectly formed glass globe, 2 to 3 inches in diameter, containing a chip from the tooth of a blue dragon. The globe is broken on the item or creature to be enclosed, shattering the globe and dissolving the tooth.
Notes: Very rare spell. Known to be in The Blue Book of Othyisar Du'Morde, Vol. II. (Updated from Dragon Magazine.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells