Arcane Ward useful spell

Gather ’round, brave adventurers, and let me regale you with the tale of a spell that has saved countless lives and turned the tides of battle: “Arcane Ward.” A magical marvel found within the tomes of level 2 spells, Arcane Ward is a potent shield that grants protection beyond armor and steel.

Arcane Ward useful spell

When a mage casts this spell, a shimmering, translucent ward springs into existence around the caster, a radiant barrier woven from the fabric of arcane energies. This ward acts as an extension of the caster’s own vitality, absorbing blows that would otherwise find their mark. The Arcane Ward starts with a reservoir of hit points and can absorb damage from attacks, spells, and even environmental hazards.

What truly sets Arcane Ward apart is its versatility. While armor can be sundered, and shields shattered, the Arcane Ward remains resilient, reinforcing the caster’s defenses with a supernatural durability. It’s not just a shield, but a guardian, vigilant and unyielding. As the caster advances in power, the Arcane Ward’s capacity to absorb damage grows, making it an ever-present bulwark against the forces of darkness.

But beware, dear adventurers, for this spell is not without its limits. It requires concentration to maintain, demanding the caster’s focus to keep the ward intact. And like any shield, it can be whittled away over time. Still, when timed well and used judiciously, the Arcane Ward can transform a perilous encounter into a manageable challenge, allowing casters to navigate through danger with a measure of confidence that only magic can provide.

So, whether you find yourself standing against a dragon’s fiery breath or the onslaught of a horde of undead, remember the tale of the Arcane Ward. For within its ethereal embrace lies the promise of protection, a gift that can turn the tides of fate in your favor and ensure your place in the annals of legendary adventurers.

  • Class: Wizard (Abjuration school)
  • Level: 2nd level
  • Feature Description: Starting at 2nd level, when you select the Abjuration school, you gain the ability to create a magical ward that provides you with additional hit points. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage first. If this damage reduces the ward to 0 hit points, you take any remaining damage.
  • Recharging: You can recharge your Arcane Ward by expending a spell slot of 1st level or higher. The ward regains a number of hit points equal to the level of the spell slot expended + your Intelligence modifier (minimum of 1).

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