Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Special 1 Day
School
Abjuration
Attack/Save
None
Damage/Effect
Buff (...)

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

Name Date Modified Views Adds Version Actions
10/2/2023 10:52:16 PM
5
1
1
Coming Soon

Spell Tags: Buff Utility Warding

Available For: Wizard (Legacy)

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