You hastily create a barrier that protects in a 10-foot radius sphere, centered on you. The dome is non permanent barrier of magical energy to protect against an incoming attack, provides protection to you and allies in the area until the spell ends.
The ward hall hit points equal to 4d6 + twice your spellcasting ability modifier. If you and your allies in the area would take damage, other than psychic and thunder damage from outside the the area, the ward takes that damage instead. This spell protects the warded creature from area effects, such as the explosion of a fireball. The ward reduces the damage of area effects itself. If the ward is reduced to 0 hit points, the creatures within take the remaining damage and the spell ends. At the start of your turn the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the ward hit points increase by 2d6 for each slot level above 3rd.
* - which you take just before you or an ally would take damage within range
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