Level
3rd
Casting Time
1 Action
Range/Area
Self (10 ft. *)
Components
V, S
Duration
10 Minutes
School
Abjuration
Attack/Save
None
Damage/Effect
Buff (...)

A permeable membrane, 10 feet in radius, surrounds the caster. It follows them as the move, centered on their location. The barrier prevents fire, smoke, concussive force, and shrapnel from passing in or out. Bomb Squad remains active for the full duration even if the caster is knocked unconscious or killed. The barrier can be dismissed early by the caster. The barrier has the following effects:

Concussion Proof: The barrier is impenetrable to thunder damage. Any thunder damage from a spell or ranged attack attempting to pass through the membrane is nullified as if the target was immune.

Fire and Heat Repellent: Fire damage spells and ranged attacks attempting to pass through the barrier must beat the caster's spell save dc. For this "saving throw" they may use their spell casting bonus or attack bonus respectively. If they succeed the attack is uninterrupted, if they fail the spell/attack fails/is blocked. If the spell/attack has partial fire damage, only the fire damage is blocked.

Momentum Leeching: Ranged attacks with non-magical bludgeoning, piercing, or slashing damage that pass through the barrier have their attack bonus and damage modifiers removed. I.e. An arrow fired with +5 to attack roll and 1d6+3 damage would become +0 to attack roll and 1d6+0 damage.

Air Filter: Smoke, flammable gas, ash, soot, and other particulate matter cannot penetrate the barrier. Poison gas, fog, smog and other non-fire related hazards are unaffected.

Spell Tags: Buff Utility Environment Combat Warding

Available For: Bard (Legacy) Cleric (Legacy) Wizard (Legacy)

RedLionRoan