You create a defensive ward agains magical attacks around yourself, that shimmers a pale green for a second before becoming invisible, protecting you from the offensive damaging magic.
Roll 8D8+10 hit points for the Arcane Ward, whenever you are targeted with damaging magic the Arcane Ward takes the damage instead, until expended. Any remaining damage carries over to you. While the Arcane Ward is in effect you have advantage on saving throws against magical control effects such as charms, Maximilian’s Earthen Grasp and Telekinesis . This does not affect physical damage, for example martial weapons.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain 10 additional temporary hit points to the arcane ward for each slot level above 1st.
* - (Crushed Emerald worth at least 200 gp, which the spell consumes)
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