Base Class: Wizard
While not being the most flashy or explosive arcane practice, warding people and areas is nevertheless an incredibly useful and versatile branch of magic. Wizards of the School of Warding specialise in magical defensive measures such as warding symbols, anti-scrying effects, and fortifications that block or hinder both magical and mundane travel. For this reason they tend to focus heavily on abjuration magic, but supplememt their knowledge with a smattering of other schools - there's nothing more satifying than walloping a would-be tresspasser in the face with a fireball.
Wardens, as they are known, are highly sought-after in the security business due to their ability to effectively cordon off an area.
Preparation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell with a casting time of 1 minute or greater into your spellbook is halved.
In addition, when you cast the alarm or mage armor spell, it has a duration of 24 hours.
Arcane Storage
Also at 2nd level, you can use a storage demiplane that only you can access. This demiplane can store objects with a total weight up to 750 pounds, and a total volume of up to 96 cubic feet.
As an action, you can touch an object that isn't being worn or carried by an unwilling creature and transfer it to the demiplane, assuming there is enough space for it. Alternatively, you can choose one object in the demiplane and have it appear in your hand, or in the closest unnocupied space if it is too large to hold in one hand. Everything in the demiplane appears in your space if you die.
Sygaldry
At 6th level, you add the *glyph of warding* spell to your spellbook if it isn't there already. You always have it prepared, it doesn't count against the number of spells you can prepare each day, and when you cast it it is enhanced in the following ways:
- The material component is no longer consumed by the spell.
- The spell has a casting time of 1 minute.
- You can choose to make the glyph invisible. A creature with truesight or the *detect magic* spell can still detect the glyph's presence.
- When you target an object with this spell, you can choose to unbind the glyph. If you do so, it is able to be moved further than 10 feet from the location without breaking the glyph or ending the spell. You can have only one such unbound glyph at a time; creating another unbound glyph breaks the first one and ends the spell.
Shield of Foresight
When you reach 10th level, you have a constant barrier of arcane energy that you can use to deflect harm from you and your allies. You can spend 10 minutes configuring this barrier to block up to two different damage types of your choice.
When you or a creature within 5 feet of you takes damage of one of the chosen types, you can use your reaction to grant that creature resistance to that damage.
Warden's Domain
At 14th level, you have mastered the ability to prepare an area for your enemies. You add the guards and wards spell to your spellbook and can cast it without expending a spell slot as long as you have it prepared. When you cast it this way it has a casting time of 1 hour, and you can choose up to two of the additional spell effects. When you cast it this way, it lasts until dispelled or until you cast the spell this way again.
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