You perform a ritual and create an area that can be warded and protected against a great many things depending on which ward you choose. This ward can protect up to a twenty-foot radius from yourself with a minimum of a ten-foot radius and you may choose up to five creatures as "Allies", this means that those creatures, if chosen, will either be exempt from the effects of the ward if they were to normally be affected by it, and they reap the benefits of the ward if it would grant bonuses to anything.
The ward can be customized in many ways, each ward is made of two "Glyphs" which prefix and suffix the ward. The following list will allow you to create working wards that have different effects against different kinds of creatures. Prefixing Glyphs decide what the ward itself does.
Prefixes:
- Silent: The subjects of the ward cannot hear anything inside the warded area, and if they enter the ward they become deafened until they exit the area.
- Rogue's: The subjects of the ward that perceive the warded area treat any creatures or objects not exempted from the ward by the caster, as invisible. This is still true if they enter the warded area. However, the subject can still perceive those inside the warded area with senses other than sight, and if they do the ward stops affecting them permanently.
- Magus's: The subjects of the ward treat the area as if it were under an Anti-Magic Field. However, area of effect magic cast outside of the ward can still affect those inside, and items under a magical spell such as animate objects can enter and exit the ward without penalty.
- Buckler's: The subjects of this ward are projectile weapons such as arrows, bullets, hand-axes, etc., Subjects of the ward cannot enter the warded area and are instead redirected ten feet away from the borders of the area.
Suffixing Glyphs decide which subtypes of creatures are subject to the ward.
- Ranger: Animals, Magical Beasts, Vermins
- Oathkeeper: Fiends, Undead, and Evil
- Oathbreaker: Angel, Celestial, and Good
- Druid: Fey, Plants
- Slayer: Goblins, Hobgoblins, Bugbears, Orcs
In the case of a prefix or suffix that Targets allies instead of enemies, the allies are the creatures you have chosen to be exempt from the Ward that are within its range.
In the case of the ward absorbing damage, the ward has hit points equal to your own and any leftover damage is carried over to those who would've taken the damage if the ward weren't there.
In the case of a prefix that affects the area of the ward itself, (I.E. sooth-sayers and Cleric's) you need not choose a suffix.
HIGHER CASTING:
For every spell slot you cast above level four, the range of the ward increases by ten feet and you may choose another creature as an ally.
Level 7:
The following Prefixes and Suffixes become available to cast when your character reaches level seven.
- Prefixes
-Cleric's: Subjects within the ward are healed by 1d8 for every half hour they spend in the sphere
-Sightless: Subjects looking at the warded area treat all creatures and chosen objects within the ward as invisible, and if the subjects were to enter the sphere they must make a WIS save or become blinded until they either exit the area or they succeed their save at the start of each of their turns
-Sooth-Sayer's: the warded area cannot be scryed upon
Suffixes:
-Xenophobe: Aberrations
-Material: choose between Fire, Earth, Water, and Air, this will keep out elementals of that type.
Level 13:
If your character reaches level 13 you may pick an additional Suffix when you cast this spell, as well as this you gain access to the following Prefixes and Suffixes
Prefixes
-Maester's: Same as Magus's, only area of effect spells such as fireball or lightning bolt cannot penetrate the sphere from the outside, and any ranged attack spells or spell saves that target a creature within the ward trigger a counterspell from the caster of the ward. If the counterspell fails, the attack continues without penalty.
-Devoted: same as Cleric's, only any spell cast by a divine caster within the wards range that uses a die, may add an extra die of that same type.
Suffixes:
-Sariph: Same as Material, only it blocks pure Elements as well. If you choose fire and a red dragon we're to use its breath attack against the ward, the spell would absorb the damage.
Level 15:
When your character reaches Level 15 you may choose an additional Prefix when casting this spell.
Level 17:
If your character reaches Level 17 you gain access to the following Prefixes and Suffixes
Prefixes:
-Hidden: the effects of both Silent and Rogue's, and the perimeter of the warded area acts as if it were under the Alarm spell.
Suffixes:
-Solitary: any creature not of allies chosen the caster
Level 20:
If your character were to reach Level 20 you may pick an additional suffix when you cast this spell, this gives you a total of two Prefixes determining the effects of the ward and three Suffixes determining what kinds of creatures the ward works against. As well as this, you gain access to the following Prefixes and Suffixes
Prefixes:
-Martyr's: this ward acts as temporary HP for those within range of the spell. Each Ally gets a separate amount of HP equal to the caster's maximum HP. This HP does not regenerate and will be lost for the remainder of the spell's duration if the Ally leaves the range of the spell.
Suffixes:
-Remnant: Everyone and Everything that is not the caster, (excluding things like oxygen, of course. However, the element of air when caused by spells and elementals and such, are subject to the ward)
Previous Versions
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