Feats/Protection School/Ward

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Main > Feats > Protection School > Ward

As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft (15 ft at caster level 5), but can also be made so small as to only cover yourself.

Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration.

Wards remain in the location they were created, even if you move.

You gain the following ward when you gain Abjurer:

Barrier: You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or magical effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks).

Other spells or magical effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward.

Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).

A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets.

Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.

If you maintain your barrier through concentration, its HP is renewed each round on your turn.

Ward Feats

Name Categories Prerequisites Benefit
Abjurer Arcane Protection School Gain the ability to create barriers or deflecting aegis.