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Globe of Invulnerability

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Name: Globe of Invulnerability
School: Abjuration
Level: Art 6, Sor/Wiz 6, Wlk 5
Spell Point Cost: 35
Components: VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., MaterialIcon tooltip.pngMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. The metamagic feat Eschew Materials and some enhancements in Draconic Incarnation can remove this restriction. (Crushed Black Pearl)
Metamagic: Eschew, Extend, Quicken
Range: 60 ft.
Target: Self
Duration: 30 seconds
Saving Throw: None
Spell Resistance: No
Cooldown: 5 seconds

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.


  • Area of effect size: Creates a globe centered on the caster that covers about half the size of the standard AOE.
  • Essentially this spell negates on-going buffs and de-buffs while you or creatures are inside it. It also protects against/prevents any de-buffs/buffs from affecting targets within in. Once you leave the orb, ongoing buffs you had prior to entering will return, but ones cast on you while in the orb will not suddenly appear.
  • The spells and SLAs it blocks are based on the type of caster casting them (e.g. It would protect from Flame Strike if it was cast by a Drd, but not if it was cast by a Clr/FvS)
  • Does not suppress epic abilities.
  • Suppresses diseases from the Disease spell and poison from the Poison spell. If the character stays in the globe long enough, the disease will go away.
  • Interacts strangely with feigned health.
    • When used with feigned health, the temporary hit points are attached to the globe rather than the person. Leaving the globe will remove the temps. Going back into the globe will replenish the temps (making it an effective stationary temp hp bank).

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