Protective Warding

Greetings, young wizards and curious minds who seek the secrets of Abjuration magic. Today, I shall impart knowledge about one of the fundamental aspects of this esteemed school: Protective Warding spells. Abjuration, as you may know, is the art of protection and defense against magical and mundane threats alike. In this lecture, we delve into the intricate world of spells designed to shield, safeguard, and secure.

Abjuration magic, at its core, is about preserving and guarding that which is dear to us. Protective Warding spells are the embodiment of this principle. They create mystical barriers, fortify our defenses, and repel malevolent forces. These spells serve as the bulwark between you and the arcane perils that lurk in the shadows.

Let us peruse the pages of my own spellbook, where I have meticulously recorded some of the most renowned Protective Warding spells:

Mage Armor1st-level 

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

Let us begin with a spell known as Mage Armor. When cast, it creates an invisible protective barrier around the target, be it yourself or an ally. This mystical armor, not bound by the limitations of mundane materials, enhances the recipient’s defenses. As a result, their base Armor Class (AC) becomes 13 + Dexterity modifier, providing valuable protection against physical and magical attacks alike.


Shield1st-level 

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

Next, we come to Shield, a spell of swift and instinctive defense. In times of peril, it allows you to conjure a protective barrier of magical force. This force field, once summoned, provides a substantial boost of +5 to your AC until the start of your next turn, turning aside blows that would otherwise land true. It also offers protection against the relentless onslaught of magic missiles, rendering them ineffective against your well-woven defenses.


Glyph of Warding: 3rd-level 

Casting Time: 1 hour
Range: Touch
Components: V, S, M (incense and powdered diamond worth at least 200 gp)
Duration: Until dispelled or triggered

Picture young mages, if you will, etching a secret rune with the power to harm upon a surface or within an object. This mystic mark remains nearly invisible, concealing its malevolent intent from prying eyes. The trigger for this rune lies in your hands when you cast the spell.

If inscribed upon a surface, the glyph can span no more than 10 feet in diameter. Yet, should you choose to contain it within an object, that object must stay put. Move it too far from where you cast the spell, and the glyph shatters, its magic undone.

To find the glyph, one must pass an Intelligence (Investigation) check against your own spell save DC. The triggers you select can be as creative as your mind allows, whether it’s a touch, an approach, the removal of a concealing item, or other ingenious methods. Once triggered, the spell ends.

Now, you can further refine your enchantment’s conditions, affecting only specific circumstances, creature types, or alignments. You can even determine who doesn’t trigger the glyph, perhaps by uttering a secret password.

But there are two paths to choose from: Explosive Runes and Spell Glyph. With Explosive Runes, when the glyph is triggered, it erupts in a burst of magical energy, affecting a 20-foot radius. Those within must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage on a failure, or half as much damage on a success.

Alternatively, the Spell Glyph path allows you to store a prepared spell of 3rd level or lower within the glyph. When triggered, the stored spell comes to life. If it targets a single creature or area, it does so centered on the intruder. If it summons hostile creatures or creates harmful objects, they emerge as close as possible to the trigger, ready to defend. If the spell requires concentration, it endures until its full duration runs out.

As your power grows, so does the potency of the explosive runes glyph when cast using a 4th-level slot or higher. Each level above 3rd adds 1d8 to its destructive force. And when you craft a spell glyph, it can contain a spell of up to the same level as the slot you use.

Remember, young ones, these runes hold immense power but use them wisely and with caution, for they can be as much a safeguard as they are a weapon.


Nondetection: 3rd-level 

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of diamond dust worth 25 gp)
Duration: 8 hours

In our journey through the Abjuration school, we come across the subtle but invaluable spell known as Nondetection. This enchantment cloaks the target from divination magic, making them undetectable by scrying sensors or magical tracking methods. It serves as a shield against prying eyes, ensuring that your secrets remain hidden from those who would seek to unveil them.


Protection From Energy: 3rd-level 

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

During the spell’s course, when you lay a gentle hand upon a willing soul, you gift them a shield against harm. They gain resistance to a single type of damage, your choice: be it the corrosive sting of acid, the biting chill of cold, the searing blaze of fire, the crackling power of lightning, or the deafening roar of thunder. A boon in the face of danger, this bond of protection shall see them through.


Stoneskin: 4th-level 

Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour

We’ll explore Stoneskin, a spell that grants remarkable resilience to the recipient. When you cast this spell upon a creature, their skin hardens and takes on a stony texture. This transformation grants them resistance to nonmagical bludgeoning, piercing, and slashing damage, allowing them to weather physical attacks with unmatched fortitude. The diamond dust used in the casting is consumed, a small price to pay for the gift of such formidable protection.


Guards and Wards: 6th-level 

Casting Time: 10 minutes 
Range: Touch
Components: V S M (Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
Duration: 24 hours

With this incantation, you can safeguard a substantial space, up to 2,500 square feet, enough to cover a large room or several smaller ones, as you see fit. The protected area can reach up to 20 feet in height and be molded to your liking. You can even guard multiple stories, as long as you can move between them while casting.

When you invoke this spell, you possess the power to exempt certain individuals from its effects and designate a spoken password that grants immunity to others.

Now, let me describe the enchantments within this ward:

Corridors: You’ll find fog blanketing the warded corridors, veiling them in thick mist, making them difficult to navigate. Moreover, at every crossroads or branching path, there’s a peculiar twist of fate. A creature, other than you, might believe they’re traveling in the opposite direction of their actual choice, thanks to the illusion woven here.

Doors: All doors in the protected area become magically locked, as if sealed by an arcane lock spell. Additionally, you have the power to cloak up to ten doors with an illusion, making them appear as seamless sections of the wall, hiding their true nature.

Stairs: Should there be stairs within the ward, they become ensnared in webs from top to bottom, much like the web spell. These silken strands regrow in a mere 10 minutes if burned or torn away while ‘Guards and Wards’ remains in effect.

Other Spell Effects: You have the choice to introduce one of these magical effects within the ward’s confines:

  • Create dancing lights in four corridors, with a repeated pattern.
  • Place magic mouths in two locations.
  • Summon stinking clouds in two locations, their noxious vapors lingering unless dispersed by wind within 10 minutes.
  • Stir a constant gust of wind in one corridor or room.
  • Plant a suggestion in one area, a mental whisper that affects any creature passing through.

Beware, though, for the entire protected space radiates with magic. Should you cast a dispel magic spell on a specific effect, success will only remove that particular enchantment.

Now, here’s a final note of wisdom: Should you wish to safeguard a structure eternally, commit to casting this spell within it every day for a full year. Only then shall the place become permanently guarded and warded, a fortress of mystical protection.


Antimagic Field: 8th-level 

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour

Imagine a ten-foot bubble of silence, invisible but palpable. Magic within fizzles and protests, held at bay. Spells, creatures, even the most enchanted items—rendered mundane within.

As you cast this spell, the sphere becomes your ally, moving with you like a protective ward. Now, here’s the crux of it: spells and magical effects are stifled within, except for those of rare artifacts or divine origin. The magic remains, but its potency is muted, and expended slots are the cost of its silence.

Spells targeting anything within the sphere are nullified. Fireballs and the like are tamed, creating a sanctuary amidst their flames. Enchantments on creatures or objects are hushed, and magical items lose their shimmer.

Step outside this boundary, and magic rekindles. Weapons regain their enchantment, and portals to other realms spring to life. Creatures summoned by magic return when the sphere’s grasp fades. Dispelling is a futile endeavor here, and even amidst many spheres, their mysteries remain unbroken.

Guidance on when and how to use these spells

To wield protective warding spells effectively, one must be wise in their timing and judicious in their application. These spells are the guardians of the realm, shielding against threats mundane and magical. Let us delve into the wisdom of their use:

  1. Identifying the Need: The first step in utilizing protective warding spells is to recognize the need for their invocation. Whether facing a horde of goblins or a cunning sorcerer’s spell, these spells are the shield that stands between danger and safety.
  2. Choosing the Right Spell: Each protective warding spell offers unique benefits. Consider the nature of the threat you face and select the spell that best suits the situation. Mage Armor is ideal for enhancing one’s defenses against physical attacks, while Nondetection can cloak you from prying magical eyes.
  3. Timing Is Key: Protective warding spells are most effective when cast before danger strikes. Anticipate threats and prepare accordingly. Mage Armor is best cast before entering combat, while Glyph of Warding is ideal for fortifying a location against intruders.
  4. Seeking Allies: Protective warding spells are potent, but they are not infallible. When facing overwhelming odds, seek the aid of allies. Cooperation and coordination can turn the tide of battle in your favor.
  5. Maintaining Vigilance: Even with protective warding spells in place, remain vigilant. Constantly assess the situation and be prepared to adapt your strategy as needed.

By following these guidelines, you can harness the power of protective warding spells to safeguard yourself and others from harm, ensuring that you always stand ready to face whatever challenges come your way.

In conclusion, dear readers, these protective warding spells embody the essence of abjuration magic. Whether it is enhancing one’s defenses, deflecting incoming attacks, countering hostile spells, providing unparalleled resilience, or creating zones of antimagic, abjuration magic stands as a stalwart guardian against the perils that threaten the realm of magic and mysticism.

 

With wisdom and protection,

Old Nan