Abjuration
Knowledge (arcane lore) DC: 30;
Range: Touch;
Target: 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: Yes
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 and
dominate, the Knowledge (arcane lore) check DC would increase by +0 and +4, respectively.
The ward could be brought down by a targeted
dispel magic spell.
Incantations using the
dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check.