A common first cantrip learned by beginner Abjurers.
When casting this spell, designate a target to attach the ward to (can be a creature or an object or anything else), and choose an effect from below:
Light. The ward takes the shape of a glowing sphere with a 5 ft. diameter, shedding bright light in a 10 ft. radius, and dim light for an additional 10 ft. The colour of the light can be customized. Additionally, roll a d10. If the number rolled is 1, roll a d6, and consult the Magical Unpredictability Principle (MUP) (first theorized by Archmage Heisenburg) table below.
| d6 | Effect |
|---|---|
| 1 | The ward emits bright sunlight instead, having the same effect as the spell Sunlight. |
| 2 | The ward does not emit any light, appearing as a sphere of void. Everything within the sphere is under the effect of the spell Darkness. |
| 3 | The ward emits purple light and intense ultraviolet radiation. If a creature continuously stays nearby for 1 day, it takes 1d6 necrotic damage |
| 4 | The orb is fractured. Instead of emitting bright light, it only emits dim light in a 50 ft. radius. |
| 5 | The orb only emits green light in a 10 ft. radius, and it takes the form of a dripping ball of slime. Every creature in the classification of ooze will attempt to befriend the ball, unless they succeed on a DC 18 Intelligence saving throw. (Spoiler alert: they will not.) |
| 6 | The orb will manifest as a sphere of glowing grey mist. It will shed dim light in a 20 ft. radius. Oh, and the mist screams. It should not be possible for a light orb to scream. But it does. Anyway. If a creature can hear the orb continuously for one minute, they will be subjected to Short-term Madness, and must roll on the table of Madness on Roll20 5E Compendium. |
Note: if the ward is cast right after breaking concentration (voluntarily or involuntarily), the chance to trigger the MUP table goes up to 1 - 8 on a d10.
Classic Ward. The ward surrounds the target for the rest of the day, granting +1 to AC and temporary hitpoints equal to the caster's proficiency bonus. When ALL temporary hitpoints are removed, the ward is dispelled. It stacks with other sources of temporary hitpoints.
Previous Versions
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10/2/2023 10:52:16 PM
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5
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Coming Soon
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