Knowledge (arcane lore) DC:
Creature or object of 1,000 lbs. or less touched; or 10-ft.-radius spherical emanation, centered on you; Duration:
Hours (D); Saving Throw:
None; Spell Resistance:
You can grant a creature protection from damage
of a specified type. You can protect a creature from standard damage
or from energy damage
. You can protect a creature or area from magic. Alternatively, you can hedge out a type of creature from a specified area.
A ward against standard damage
protects a creature from two of the following damage
types: ballistic, bludgeoning, piercing, and slashing. For a ward against all types, increase the Knowledge (arcane lore) check DC by +4. Each round, the incantation
created with the ward
seed absorbs the first 5 points of damage
the creature would otherwise take, regardless of whether the source of the damage
is natural or magical. For each additional point of protection, increase the Knowledge (arcane lore) check DC by +2.
A ward against energy grants a creature protection from whichever one you select of the five energy types: acid
, cold, electricity
, fire, or sonic/concussion. Each round, the incantation
absorbs the first 5 points of damage
the creature would otherwise take from the specified energy type, regardless of whether the source of damage
is natural or magical. The incantation
protects the recipient's equipment as well. For each additional point of protection, increase the Knowledge (arcane lore) check DC by +1.
A ward against a specific type of creature prevents bodily contact from whichever one of several monster types you select. This causes the natural weapon
attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance
can allow a creature to overcome this protection and touch the warded creature.
A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds you and excludes all spell effects of up to 1st level. Alternatively, you can ward just the target
and not create the radius effect. For each additional level of spells to be excluded, increase the Knowledge (arcane lore) check DC by +6. The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target
within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. You can leave and return to the protected area without penalty (unless the incantation
specifically targets a creature and does not provide a radius effect).
Instead of creating an incantation
that uses the ward
seed to nullify all spells of a given and lower level, you can create a ward that nullifies a specific spell (or specific set of spells). For each specific spell so nullified, increase the Knowledge (arcane lore) check DC by only +1 per spell level above 1st. For example, if you want to create an incantation
that protects you specifically against charm person
, the Knowledge (arcane lore) check DC would increase by +0 and +4, respectively.
The ward could be brought down by a targeted dispel magic
using the dispel
seed may bring down a ward if the enemy spellcaster succeeds at a caster level check.