Protection

Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 The effect ends the first time the caster takes damage from any source.
2 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
3 The target or creatures in the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round.
4 The next attack roll made by an allied creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
5 (Combat) Hostile creatures within close range of the caster gain resistance to electricity equal to caster level for 1 minute per caster level. This stacks with existing resistance.
6 The caster gains DR/- equal to caster level against the next attack that strikes him within the next 1 minute per caster level.
7 Roll again on the Universal wild magic table.
8 All hostile creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
9 The effect ends the first time the caster takes damage from any source and all creatures in close range of the target or target area take 1 point of force damage per caster level.
10 (Combat) For the next 1d6 rounds, any allied creature that deals damage to a creature within close range of the caster receives nonlethal damage equal to 1/2 caster level.
11 All allied creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
12 (Combat) For 1 round per caster level, all allied creatures within close range of the caster gain 1 temporary hit point per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
13 (Combat) For 1 round per caster level, all creatures within close range of the caster gain 2 temporary hit points per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
14 The target or creatures within the target area must pass a Fortitude save or become immune to magic for 1 round per caster level. Treat this as infinite spell resistance that cannot be lowered and applies to effects originating from the affected creature.
15 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
16 The casting time increases by 1 step.
17 For 1 round per caster level, effects of all spheres the caster does not possess are impeded in an area out to medium range of the caster. A successful magical skill check is required against the caster’s MSD or else the spell fails.
18 If the target creature or the area of effect is exposed to bright light, it ends immediately.
19 The effect may be completely ignored or bypassed by any object made primarily of wood or creatures wearing armor that is primarily wood.
20 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
21 (Combat) For 1 round per caster level, whenever the caster takes any hit point damage, he may attempt to transfer half of that damage to a creature within close range as a free action that can be taken even when it is not the caster’s turn. A Will save prevents this transfer.
22 (Combat) All creatures within close range of the caster gain resistance to sonic equal to caster level for 1 minute per caster level. This stacks with existing resistance.
23 The effect fails and the action is lost. Spell points or spell slots are lost.
24 All allied creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
25 All creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
26 All creatures within close range of the target or target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
27 The next attack roll made by a creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
28 (Combat) All creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
29 (Combat) Each round for 1 round per caster level, roll 1d6 and subtract the result from the caster’s AC.
30 (Combat) All creatures within medium range of the caster take a -1 penalty on all saves versus spells, sphere effects, and spell-like abilities for 1 round per caster level. This penalty increases by 1 for every 5 caster levels.
31 (Combat) Hostile creatures within close range of the caster gain resistance to sonic equal to caster level for 1 minute per caster level. This stacks with existing resistance.
32 Roll 1d6 and add the result to the caster’s AC as a deflection bonus for 1 round per caster level.
33 All creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
34 The casting time decreases by 1 step.
35 The caster is immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
36 (Combat) For 1 round per caster level, whenever the caster takes any hit point damage, he may attempt to transfer half of that damage to a willing creature within close range as a free action that can be taken even when it is not the caster’s turn.
37 All creatures within long range of the caster become aware of the casters condition as the Status talent for 10 minutes per caster level.
38 The caster is exhausted.
39 If the target creature or the area of effect is exposed to water (such category 1 or higher precipitation per the Weather sphere or at least 1 gallon of water), it ends immediately.
40 For 1d6 rounds, any hostile creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the action or effect fails, wasting the action and any spell points or spell slots.
41 The effect ends the first time the caster takes damage from any source, dealing 1 force damage per caster level to all hostile creatures in close range of the target or center of the target area. The caster is not aware of this result.
42 (Combat) The caster becomes immune to magic for 1 round per caster level. Treat this as infinite spell resistance that cannot be lowered and applies to effects originating from the caster.
43 (Combat) The caster is dazed for 1 round.
44 Effect receives a -4 penalty to caster level (minimum 1).
45 (Combat) All hostile creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
46 All creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
47 (Combat) All creatures within close range of the caster gain resistance to fire equal to caster level for 1 minute per caster level. This stacks with existing resistance.
48 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
49 For 10 minutes per caster level, the caster gains spell resistance equal to 15 + caster level. The caster cannot lower this spell resistance and does not automatically bypass it with his own spells and sphere abilities.
50 (Combat) All creatures within close range of the caster gain resistance to electricity equal to caster level for 1 minute per caster level. This stacks with existing resistance.
51 (Combat) All creatures are surrounded by barriers as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
52 The next time during the next 24 hours that the target or a creature in the target area perceives a creature that appears to pose a physical threat, he charges directly at it and attempts to engage it in melee. This compulsion ends after resolving a melee attack against the creature.
53 (Combat) The caster is nauseated for 1 round.
54 The caster automatically deals nonlethal damage with all attacks, spells, and other effects for 10 minutes per caster level.
55 The caster loses access to this sphere for 1d6 rounds.
56 (Combat) All creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
57 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
58 All allied creatures within close range of the target or target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
59 Effect receives a +2 bonus to caster level.
60 The effect may be completely ignored or bypassed by any object made primarily of steel or creatures wearing armor that is primarily steel.
61 (Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain 2 temporary hit points per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
62 For 1 round per caster level, effects of all spheres the caster possesses are impeded in an area out to medium range of the caster. A successful magical skill check is required against the caster’s MSD or else the spell fails.
63 All allied creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
64 All allied creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
65 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
66 (Combat) The caster is stunned for 1 round.
67 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
68 All creatures within medium range of the target or target area take a -1 penalty on all saves versus spells, sphere effects, and spell-like abilities for 1 round per caster level. This penalty increases by 1 for every 5 caster levels.
69 (Combat) Hostile creatures within close range of the caster gain resistance to cold equal to caster level for 1 minute per caster level. This stacks with existing resistance.
70 (Combat) All hostile creatures are surrounded by a barrier as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
71 (Combat) For 1 minute per caster level, hostile creatures within close range of the caster gain resistance to fire equal to caster level. This stacks with existing resistance.
72 The caster is fatigued.
73 The casting time increases by 2 steps.
74 The caster gains energy resistance to acid, cold, electricity, fire, negative, and sonic equal to caster level against the next effect that would deal damage of one of those types within the next 1 minute per caster level. This overlaps with existing resistance.
75 (Combat) All creatures within close range of the caster gain resistance to cold equal to caster level for 1 minute per caster level. This stacks with existing resistance.
76 The effect ends the first time the caster takes damage from any source. When the effect ends, the caster takes 1 force damage per caster level.
77 (Combat) All creatures within close range of the caster gain resistance to acid equal to caster level for 1 minute per caster level. This stacks with existing resistance.
78 (Combat) For 1d6 rounds, any creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the have the action or effect fail, wasting the action and any spell points or spell slots.
79 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
80 The effect may be completely ignored or bypassed by any object made primarily of silver or creatures wearing armor that is primarily silver.
81 The casting time decreases by 2 steps.
82 All hostile creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
83 The effect ends the first time the target or a creature in the affected area takes damage from any source.
84 (Combat) All hostile creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
85 The effect fails and the action is lost. Spell points or spell slots are not lost.
86 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
87 All hostile creatures within close range of the target of target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
88 If the target creature or the area of effect is exposed to total darkness, it ends immediately.
89 The next attack roll made by a hostile creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
90 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
91 (Combat) For the next 1d6 rounds, any creature that deals damage to a creature within close range of the caster receives nonlethal damage equal to 1/2 caster level.
92 The effect ends the first time the caster takes damage from any source and all allied creatures in close range of the target or target area take 1 point of force damage per caster level.
93 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
94 (Combat) All hostile creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
95 (Combat) Hostile creatures within close range of the caster gain resistance to acid equal to caster level for 1 minute per caster level. This stacks with existing resistance.
96 The effect may be completely ignored or bypassed by any object made primarily of stone or creatures wearing armor that is primarily stone.
97 (Combat) For 1d6 rounds, any allied creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the have the action or effect fail, wasting the action and any spell points or spell slots.
98 The next time during the next 24 hours that the caster perceives a creature that appears to pose a physical threat, he charges directly at it and attempts to engage it in melee. This compulsion ends after resolving a melee attack against the creature.
99 (Combat) All allied creatures are surrounded by a barrier as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
100 All allied creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.

Player's Guide

Protection offers little in the way of mobility or offensive ability, but it is the superlative defense sphere and offers many useful battlefield control effects.

The Abjurer

The abjurer is the most dedicated of Protection casters, and will likely have the most Protection talents. Before any battle, they will place aegises they expect to be useful on their allies (and perhaps a Plexing Aegis on each ally), and then place general purpose wards during battle. They are more reactive than other Protection casters; waiting until the enemy acts so they can determine the best way to defend their allies, and then putting the right aegis or ward into place to make their allies completely immune to attack using Expedited Defense. They are also more likely to have (succor) talents that let them sacrifice superfluous aegises.

The Architect

The architect likes to control the battlefield by placing multiple wards. Like the abjurer, they attempt to neutralize the actions of their enemies, but they prefer to do this by covering the battlefield with wards rather than attempting to make their allies immune. Their main tactic is to place a barrier ward as soon as possible, and they will have many talents to strengthen it such as Buttressing, while using Selective Barrier to allow their ranged allies to hide behind it. Talents such as Barrier Maze and Greater Barrier can also be extremely useful for when fights turn into chaotic rumbles.

The Countermage

The countermage has only one thing to say to their enemies: “No.” The countermage controls the battle not by protecting their allies or even by attacking their enemies, but by neutralizing the abilities of their enemies. By negating the most powerful spells an enemy throws out, they can rob the enemy of any chance of victory. They likely possess several counterspell feats backed up by a smaller number of (aegis) and (ward) talents that protect from common spells, such as Neutralization and Spell Ward.

The Field Marshal

The field marshal is less likely to be a dedicated Protection caster than others. In fact, they’re much more likely to be martial combatants. A field marshal will often have a few (aegis) talents that they will cast on themselves and allies (assuming they don’t take the Personal Defense drawback), and possibly one or two wards to deal with certain situations that they are ill-equipped to handle (like Quantum Lock or Missile Shield if they are melee combatants). They will not have many wards, however, as they would rather use their combat actions to attack rather than to spellcast.

The Punisher

The punisher only dabbles in the Protection sphere, and is interested in only the most consistently useful forms of defense. They then enhance these defenses with (succor) talents that harm enemies who attack their allies, transforming those defenses into weapons. The Painful Aegis, Ray Deflection, Reflection, and Vengeance talents are common among punishers. With their heavy investment in (succor) talents, Mystic Shell is extremely useful to them.


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