Warding
Absorb Elements
1st Level Warding
Casting Time: 1 Action
Range: Self
Components: S
Duration: 1 Round
You capture incoming energy, lessening its effect and storing it for an attack of your own.
You gain resistance to elemental damage for the duration. If you took damage of these types within the last round, you recover half the stamina that you lost.
If you absorb damage using this spell, then the first time that you hit with a melee or ranged attack on your next turn, the target takes an extra 1d6 damage of the triggering type and the spell ends.
At Higher Levels. When you cast this spell using 2 or more mana, for each point of mana above the 1st you gain an additional instance of resistance and the extra damage increases by 1d6.
Alarm
1st Level Warding (Ritual)
Casting Time: 1 Minute
Range: 30 Feet
Components: V, S, M (A tiny bell and a piece of fine silver wire.)
Duration: 8 Hours
You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
But I Get Up Again
1st Level Warding (Ritual)
Casting Time: 2 Actions
Range: Self
Components: V, S, M (A whiskey, a vodka, a lager and a cider worth a total of 2 sp, all of which the spellcaster consumes.)
Duration: 8 Hours
You are reminded of the good times and the better times, preventing anyone or anything from keeping you down.
You are immune to the Prone condition for the duration, even if you lose consciousness.
Calculated Retribution
1st Level Warding
Casting Time: 1 Action
Range: Self
Components: V, S, M (An executioner’s hood.)
Duration: Sustained, up to 1 minute
You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them.
When this spell is cast, you gain resistance to physical damage for the duration. If you are hit by a weapon attack while this spell is active, you gain a retribution charge, which you can choose to spend before the spell ends to deal an additional 2d12 energy damage when you hit with a weapon attack. Once you expend the charge, the spell ends.
Ceremony
1st Level Warding (Ritual)
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (Powdered silver worth 25 gp, which is consumed.)
Duration: Instantaneous
You perform a special religious ceremony that is infused with magic.
When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature who has broken an oath or breached their diety’s principals. Make a DC 20 warding check. On a successful check, the target is absolved of its transgressions. A creature can benefit from this rite once every 7 days.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, the target makes skill checks with +1d. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a defence check, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse and, for the next 7 days, the target can’t become undead by any means short of a Wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains +1d vs melee and ranged attacks, while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Mage Armour
1st Level Warding (Ritual)
Casting Time: 2 Actions
Range: Touch
Components: V, S, M (A strip of leather.)
Duration: 8 Hours
A magical force surrounds you or an ally like a suit of armour.
Until the spell ends, the target gains DR 4 and coverage 11-16. The effects of this spell do not stack with worn armour. The spell ends if you dismiss it using 1 Action.
Protection from Evil and Good
1st Level Warding
Casting Time: 2 Actions
Range: Touch
Components: V, S, M (Holy water or powdered silver and iron, which the spell consumes.)
Duration: Sustained, up to 10 minutes
You protect one against many types of creatures.
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends and undead.
The protection grants several benefits. Creatures of those types have -1d on attack rolls against the target. The target also can’t be Charmed, Frightened, or possessed by them. If the target is already Charmed, Frightened, or possessed by such a creature, the target has +1d on any new defence checks vs such an effect.
Sanctuary
1st Level Warding
Casting Time: 1 Action
Range: 30 Feet
Components: V, S, M (A small silver mirror.)
Duration: Sustained, up to 1 minute
Creatures think twice before attacking those with this spell’s protection.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Charisma defence check vs your warding spell skill. On a failed check, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a Fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Shield of Faith
1st Level Warding
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (A small parchment with a bit of holy text written on it.)
Duration: Sustained, up to 10 minutes
A shimmering shield of divine energy appears to provide additional protection.
A creature of your choice within range gains a +2 bonus to Strength and Dexterity defence vs melee and ranged attacks for the duration.
Traveler’s Ward
1st Level Warding (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (Well-polished ball bearing.)
Duration: 8 Hours
A divine eye watches over your pockets.
Until the spell ends, creatures have -1d on Sleight of Hand checks made against the target. If a creature fails a Sleight of Hand check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by creatures within 100 feet.
Ward the Evil Eye
1st Level Warding
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Special
Partially sacrificing your vision, you are guarded from magic by an malevolent force.
You must cover one eye in its entirety when you cast this spell. While the eye is covered, you have -1d on Perception checks that rely on sight and on melee and ranged attack rolls.
For the spell’s duration, any hostile creature that attempts to target you with a spell must make a Charisma defence check. On a failure, the creature may not target you with the spell, but must instead target the creature nearest to you. This spell lasts until your eye is uncovered.
Winter’s Ward
1st Level Warding
Casting Time: 2 Actions
Range: Self
Components: V,S,M (A cup of water.)
Duration: 1 hour
A layer of ice surrounds you, throwing of shards when you are attacked.
You gain 5 temporary Stamina for the duration. If a creature hits you with a melee attack while you have any of this temporary Stamina remaining, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using 2 or more mana, both the temporary stamina and the cold damage increase by 5 for each point of mana above the 1st.