Protection — a school of magic —
The ability to blast apart foes with a word and a gesture, to call forth horrible monsters bristling with teeth and tentacles, or travel anywhere in an instant draws many to studying the secrets of magic, yet most recognize that no matter how powerful the spells they cast, without some sort of safeguard they are as vulnerable as the lowliest peasant. The Protection traditions encompasses the many different efforts to mitigate the worst the world might throw at casters. From simple wards to…
Protection Spells listed by level
— Reference during playProtection Talents
FORCEFUL REMOVAL (Magical): You can use an action to drive back your foes. Each creature in your reach makes a Strength roll. On a failure, you push the creature 5 yards away from you. At level 3, a creature also takes 1d6 damage. At level 7, a creature also takes 2d6 damage instead. On a critical failure, the creature also falls prone. MYSTIC AEGIS (Magical): You can use an action to create a protective field. Target one creature within 5 yards. Glittering tracery appears around the target for 1 minute. The effect imposes 1 bane on rolls to attack the target. When the target takes damage, it can choose to end the effect early to reduce the damage it takes by 2d6. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. SECURE DOOR (Magical): You can use an action to seal shut a door. Target one door, gate, window, or similar object you can see within 10 yards. The target shuts and stays shut for 8 hours. Attempts to open it by any creature other than you fail, though the target can be destroyed normally. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. WARD SITE (Magical): You can perform a ritual to make a site secure. Target one Size 5 space within 10 yards. When you finish, a faint light appears on the edge of the space and winks out. For 8 hours, creatures inside the target space are invisible to creatures outside the space and no sound they make emanates beyond the target space. Finally, if an enemy enters the space, you know it and this knowledge wakens you if you are asleep. You can use this talent once. You regain the use of it after you rest.
Novice Protection Spells
Circle of Daggers
Concealing Ward
Lightning Wall
Magic Ward
Resistance to Damage
Shimmering Shield
Expert Protection Spells
Corrective Measure
Lift Curse
Repulsion
Reveal Refuge
Ward Against Harm
Whisk Away
Master Protection Spells
Bestow Invulnerability
Columns and Shackles
Disruption Shield
Forbidden Zone
Supreme Security
- You know the location of any enemy inside the structure. You, and you alone, hear a chime when a creature enters the structure.
- Objects inside the structure as well as the structure itself take half damage.
- All doors, windows, and other objects close and lock throughout the structure. Only you and any creature you choose when you cast this spell can open these objects.
- Mist creates light obscurement in all interior spaces within the structure.
- No creature can enter or exit the structure by magical means.
- You can use an action to sound an alarm that persists until the spell ends or you end it using an action. The noise of the alarm causes creatures in the structure to become deafened for as long as they remain in it.