![]() ![]() If you succeed, the trapping spell is broken and the evasion works. ![]() If your body or soul has been magically trapped (for example with a binding, imprisonment, or trap the soul spell), you must succeed at a caster level check (DC 11 + the caster level of the person who cast the trapping spell). For example, if your soul is trapped in a magic jar when the evasion is triggered, your soul returns to your body. ![]() The spell pulls together your mind, body, and soul if they have been separated. The conditions you specify to bring the spell into effect must be clear, although they can be general (see the contingency spell, in Chapter 11 of the Player's Handbook). The spells to be brought into effect by the evasion must be ones that affect your person (feather fall, levitate, fly, teleport, and so on) and be of a spell level no higher than one-third of your caster level (maximum 6th level). The teleport without error spell whisks you through the Astral Plane to your destination, so anything that prevents astral travel also foils Elminster's evasion. If the companion spells have combined casting times longer than 10 minutes, use the combined casting times instead. The 10-minute casting time is the minimum total for all castings. Also when casting the spell, you cast teleport without error and one or two other spells that are to take effect when you arrive at your destination. The location can be any place you have visited, even on another plane. When any of these situations occurs, your body, mind, and soul are whisked away to the location. When casting Elminster's evasion, you must specify the locale and detail up to six specific conditions that trigger the spell. This powerful variant of the contingency spell automatically transfers you and everything you carry or touch (except for other creatures or objects that weigh more than 50 pounds) to a locale you name. ![]()
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