This powerful spell causes undead and other magically animated creatures
(such as golems) to be utterly destroyed. Summoned, enchanted (controlled by
magical means), and charmed creatures are instantly freed from any controls upon
them.
Any ongoing spell-casting in the area of effect is ruined (magical item
effects are delayed for a round but are not otherwise affected; artifact powers
are unaffected)..
All effects of a disruption occur only within 40' radius globe. The range of
the spell refers to how distant the center of the globe may be from the
caster. The spell takes effect instantly and then is gone; its area of effect
cannot be moved.
The spell affects creatures within the area of effect that are of only three
specific sorts. Undead, magically created or animated creatures, and magically
controlled creatures that have fewer than 6 HD are automatically affected. Any
creature of this sort who has 6 HD or more must save vs. spells to avoid being
affected be a disruption spell (even if it wants to be affected). If the save
succeeds, the creature escapes disruption but is stunned for 1-2 rounds.

This spell creates a globe that moves with and is centered on the caster. The
perimeter of this protected area glows with a very faint blue-white radiance,
visible only in gloomy or dark surroundings. All creatures can freely pass into
and out of the globe.
Within the globe, all beings are rendered immune to energy draining attacks,
strength draining attacks, mental control (even of one undead by another), and
all undead powers that cause fear, paralyzation, aging, or death (such as the
wail of a banshee).
A creature leaving the globe becomes normally vulnerable to undead attacks
but can regain protection be reentering the globe any number of times until the
spell expires. A being on the perimeter remains completely protected as long as
any part of its body is in contact with the globe.
Undead can freely enter or leave the globe, and their physical attacks do
normal physical damage. Undead can be turned with the usual chances within the
globe. Undead cannot change form within the globe, nor can undead be animated by
any creature or means within the globe. Shadows and other hard-to-discern undead
are clearly outlined at all times while within the globe and are rendered
vulnerable to all weapons.
The caster cannot end the spell's effects before the spell expires. Only a
dispel magic spell can destroy the globe. Otherwise, spell casting may be freely
undertaken within the globe, by the caster of the immunity spell or by others.
The material components of this spell are a drop of the caster blood, a seed
from any plant, and a drop of holy water.

