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# Barrier Spells #### Dome of Warding *3rd-level Abjuration (sorcerer, wizard)* ___ - **Casting Time:** 1 reaciton (which you take just before you or an ally would take damage within range) - **Range:** self (10-foot radius sphere) - **Components:** V, S - **Duration:** 1 Round ___ You hastly create a barrier that protects in a 10-foot radius sphere, centered on you. The dome is non-permanent barrier of magical energy to protect against an incoming attack, provides protection to you and allies in the area until the spell ends.
The ward has hit points equal to 4d6 + twice your spellcasting ability modifier. If you and allies in the area would take damage other than psychic and thunder damage from outside of the area, the ward takes that damage instead. This spell protect the warded creature from area effects, such as the explosion of a fireball. The ward reduces damage of area effects itself. If the ward is reduced to 0 hit points, a creature take any remaining damage and the spell ends. At the start of your turn, the spell ends.
**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the ward hit points increase by 2d6 for each slot level above 3rd.
> ## Art Credit > * r/ffxiv > * https://www.reddit.com/r/ffxiv/comments/ 7w83mp/yshtola_and_miqote_by_cutesexyrobutts/ \columnbreak #### Sacred barrier *3rd-level Abjuration (cleric, paladin)* ___ - **Casting Time:** 1 action - **Range:** self (20-foot radius sphere) - **Components:** V, S - **Duration:** Concentration, up to 1 minutes ___ A shimmering golden sphere extends out from you that protects in a 20-foot radius and moves with you, remaining centered on you. The sphere is filled with sacred energy to protect against an incoming attack, provides protection to you and allies in the area. When the sphere first appears, you can choose any number of creatures in the area, each creature must succeed on a Strength saving throw or be pushed out of the area.
The sphere has 25 hit points. If you and allies in the area would take damage other than psychic and thunder damage from outside of the area, the sphere takes that damage instead. This spell protect the warded creature from area effects, such as the explosion of a fireball. The sphere reduces damage of area effects itself. If the sphere is reduced to 0 hit points, a creature take any remaining damage and the spell ends. As a bonus action, the sphere can regain 5 hit points, refilling with sacred power.
**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the ward hit points increase 10 and regain hit points increase 2 for each slot level above 3rd.