Ward DomainRitual 6
Cast 1 day
Cost rare incenses, oils, and powdered silver, worth 150 gp total
Secondary Casters 3
Primary Check Arcana, Nature, or Occultism (master)
Secondary Checks Lore (any), Survival, Thievery
Area 100 feet × 100 feet, up to 50 feet high
Duration 1 week
This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of ward domain and remain throughout the duration.
All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of Lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of Illusory Object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and ward domain attempts to counteract Teleport effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC - 10.
A successful Dispel Magic used on a specific effect removes only that effect (such as the lock effect on one window). A successful Disjunction ends the entire ritual.
Critical Success You create the effects described above, and you protect an area twice as large.
Success You create the effects described above.
Failure The ritual has no effect.
Critical Failure The area becomes trapped and hostile to you and your allies in a way you didn't anticipate.
Heightened (+1) The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AbjurationEffects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.