Warden: Advanced Class
In the heart of the deepest of forests, where the ancient trees whisper secrets as old as time and the spirits of nature weave their delicate threads, there exists a sacred group of protectors known as the Wardens. These guardians of the land are bound to the groves and sacred places, wielding druidic powers to protect and preserve the sanctity of the natural world.
To encounter a Warden amidst the rustling leaves and towering branches is to witness a custodian of the mystical, a keeper of the balance between the mundane and the magical. Clad in robes adorned with the symbols of the elements, the Warden stands as a sentinel, a bridge between the tangible and the ethereal.
At the core of the Warden's abilities lies a connection with the land itself. They are attuned to the pulse of the earth, the rustle of the leaves, and the murmurs of the ancient spirits. Through druidic rituals, they call upon the powers of the land, drawing strength from the soil beneath and the breath of the wind, and in turn, the ancient spirits of the land lend their strength to the Warden.
The Warden's role extends beyond the mere wielding of magic; they are stewards of specific areas, often sacred groves or hallowed grounds. Their presence invokes a sense of reverence, and their protective spells are a testament to the harmony they maintain between the mortal realm and the mystical forces that surround it.
In times of conflict, Wardens are a formidable force on the battlefield. Their spells manifest as shields of swirling leaves, roots that entangle and immobilize foes, and gusts of wind that carry the ancient wisdom of the land. The Warden is not just a defender; they are a beacon of natural resilience, a force that calls upon the very essence of the earth to shield those under their care.
Beyond their defensive capabilities, Wardens are also diplomats with the spirits. They can commune with ancient entities, seek guidance from the whispering trees, and call upon the guardians of the grove to aid in times of need. It is said that the very land responds to their presence, offering its protection and revealing hidden paths to those who walk in harmony with its rhythms.
Encountering a Warden is to stand in the presence of a guardian who has bound their fate with the land itself. They are the custodians of the sacred, the defenders of the delicate balance between civilization and the wilderness. The Wardens, through their druidic powers, stand as beacons of harmony in a world that often teeters on the edge of chaos.
Class Level | Cantrips | Spell Known | Spell Preparations | Spell Slots | Class Bonuses |
1 | +1 | +1 | +1 | 0/0/1/0 | Adaptive Incantation, Circle of Sanctuary, Forms of the Land |
2 | 0 | +1 | +1 | 0/0/1/0 | Speak with Animals, Form of the Hex Lord, Form of the Rising Sun |
3 | 0 | +1 | +0 | 0/1/1/0 | Master of Triage |
4 | +1 | +1 | +1 | 0/1/2/0 | - |
5 | 0 | +1 | +1 | 0/1/2/0 | Granite Visage, +1 Base Maximum Life Point |
“By dawning growth that blooms in Spring, from budding earth and insect sting.
By Summer’s heat in brightest day, from stalking beast and fleeing prey.
By spirits of the fallen leaf, from Autumn fires’ ashen grief.
By torrent’s chill and dying light, from howling storm and Winter’s bite…”
The Warden is a Divine caster and spell slots granted by this class are Divine Spell Slots.
Requirement: Warden level 1
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Warden may use their Warden incant to cast any Base Class Divine spells (such as Cleric or Druid), and if the Warden has a base class Incantation that does not work with the Warden spells grammatically, they can adjust their cast grammatically such that it fits appropriately.
For Example: A Cleric based Warden casting “Armor of Faith” would normally incant “By dawning growth that blooms in Spring, from budding earth and insect sting…. to armor myself with faith.” which doesn’t work grammatically. We would accept such alterations as inserting “I call” or similar to get incantations that flow appropriately: “By dawning growth that blooms in Spring, from budding earth and insect sting, I call to armor myself with faith.”
Requirement: Warden Level 1
Incantation:
“By dawning growth that blooms in Spring, from budding earth and insect sting.
By Summer’s heat in brightest day, from stalking beast and fleeing prey.
By spirits of the fallen leaf, from Autumn fires’ ashen grief.
I call upon the spirits here, to draw the deeper magic near.”
Call: “Circle of Sanctuary”, “Grant Immunity to Self”, “No Effect, Circle”
Target: Self Duration: Short, Special
Delivery: None Refresh: Short Rest
Accent: None Effect: Grant Immunity
This power must be used while inside a white cord, rope, or the like that is no longer than 15 feet long that has been laid down to make a continuous shape (usually a circle). At the completion of the Incantation, the lain rope cannot be purposefully moved by anyone other than the caster, and anyone who attempts to do so should be informed by use of “Instruction: You may not move the rope.” or similar. This does not prevent people from crossing the threshold of the cord, rope, or the like.
Should the rope be moved purposefully by the caster, the spell ends.
As long as the caster is completely inside the circle, they have selective immunity to all Effects and Damage. The caster loses the selective immunity granted by the Circle if they:
The caster may use Powers without breaking the selective immunity if they exclusively use the Heal, Cure, or Grant Effects. The caster may regain the selective immunity upon completing a Quick Focus 100 to center themselves while both feet are within the Circle. The call for this is “Grant Immunity to Self.”
If the Warden is concerned about being attacked unnecessarily when a foe steps into the circle, they may use Power Phrase “It Can be Seen: I am protected by the Circle.” However, should they do so, they must state the opposite when this protection fades (“It Can be Seen: I am no longer protected by the Circle.”)
The Circle can be Dispelled by Dispel Magic and similar magic.
Note: The caster may only have one Circle active at any given time, regardless of origin. To cast a new Circle, the Warden must ensure any other Circles have been reclaimed.
At Warden Level 5 the maximum size of the circle increases 35 feet.
Requirement: Warden Level 1
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
As the path of the Warden unfolds, they are granted a number of Forms - aspects of the land and environment they inhabit that they can take within themselves and express as newfound abilities. Each of these Forms are mutually exclusive with each other, and no character can have more than one Form active at any one time. By default, Forms expire on Long Rest, when the Warden resurrects, or if the Warden is hit by a Dispel effect specifically targeting a Form.
Note: If the Warden changes or loses Form (such as with Metamorphosis), all Spells, Effects, and Conditions granted by Warden Powers “to Self” from the Warden Class expire.
Requirement: Warden Level 2
Incantation: RP - Slow 300 spent in a rite dedicating oneself to nature
Call: “Grant Form of the Hex Lord to Self”
Target: Self Duration: Long Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Special
The Warden gains the ability to take on the Form of the Hex Lord. While in Form of the Hexlord, the Warden gains the following:
In addition, regardless of form, the character’s class-levels in Warden count double for class-levels in Druid / Cleric with respect to Life Tap / Healing Pool.
Note: Characters may only have one Form active at a time.
Requirement: Warden Level 2
Incantation: RP - Slow 300 spent in a rite dedicating oneself to nature
Call: “Grant Form of the Rising Sun”
Target: Self Duration: Long Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Special
The Warden gains the ability to take on the Form of the Rising Sun.
Requirement: Warden Level 2
Incantation: None
Call: “[Name or Description] Instruction to [Animal/Beast/Mythical Beast]: You may converse with me freely”
Target: Individual Duration: Event
Delivery: None Refresh: Immediate
Accent: None Effect: None
The Warden is in tune with nature. As such, the Warden may converse with natural creatures freely. It is the duty and responsibility of the player of the Warden to verify that the creature targeted is a natural Animal, Beast, or Mythical Beast Type.
Requirement: Warden Level 3
Incantation:
“By dawning growth that blooms in Spring, from budding earth and insect sting.
By Summer’s heat in brightest day, from stalking beast and fleeing prey.
By spirits of the fallen leaf, from Autumn fires’ ashen grief.
I draw the things that hurt like nails, to heal or halt your crippling ails.”
Call: See below
Target: Individual Duration: Long Rest
Delivery: Packet (Spell-Ball} Refresh: Long Rest
Accent: Poison Effect: Cure, Grant
In a world full of suffering, the devotion of a Warden can help to lessen the ills of the world. While within a Circle of Sanctuary, the Warden may activate this power to gain a number of charges equal to twice their Warden class-level. Charges may be used to make the following calls:
While in their own Circle of Sanctuary or that of an ally, a Warden may Focus Quick 100 to refresh one charge of this ability.
Requirement: Warden Level 5
Incantation:
“By dawning growth that blooms in Spring, from budding earth and insect sting.
By Summer’s heat in brightest day, from stalking beast and fleeing prey.
By spirits of the fallen leaf, from Autumn fires’ ashen grief.
I harden skin to that of stone, so that I may be left alone.”
Call: “Short Grant Weapon Resistance”
Target: Self Duration: Short Rest
Delivery: None Refresh: Short Rest
Accent: None Effect: Grant Resistance
Once activated, this Power allows the Warden to expend a Spike to protect herself from damage from weapons. This includes melee, projectile, and thrown weapons. By expending a Spike the Warden may call out “Resist” when struck by weapon attacks. The Power ends when the Warden has expended their last Spike, becomes Helpless, or takes a Short Rest.
Requirement: Warden Level 1
Incantation: Two Minutes of RP where the Warden dedicates the Hearth to her Divine patron.
Call: “Dedicated Hearth”
Target: Self Duration: Event
Delivery: None Refresh: Event
Accent: None Effect: Grant Cleansing of Nature
The Warden may bless the Hearth with comfort and care, offering up supplication to their source of Divine power, and receiving a boon in return. While within a Dedicated Hearth, the Warden gains the following Power:
Cleansing of NatureIncantation: None Call: “Cure [Condition]” Target: Individual Duration: Instantaneous Delivery: Touch Refresh: Immediate Accent: None Effect: Cure By tapping into the natural order of the world, the Warden may cure what ails their companions. While within a Dedicated Hearth, the Warden may touch another who calls the space the Hearth is protecting home (ie, a designated person on the Hearth) and Cure them of a Condition. |
Requirement: Warden Level 2
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Warden’s Circle of Sanctuary increases in maximum circumference by 5 feet.
Requirement: Warden Level 2, At Least one Advanced Devotion Power
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
You count as being in a Circle of Sanctuary any time you are in a space Consecrated to your religion or to an entity revered by your religion. This does not apply to the selective immunity of the Circle of Sanctuary. If you place a Circle of Sanctuary in such a consecrated space, you may accelerate the incantation, only needing the final line.
Requirement: Warden Level 2, Dedicated Hearth
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Warden is a protector of nature and wide open spaces, and with effort can dedicate even transitory and natural settings into places of shelter and sanctuary. The Warden may use the Dedicated Hearth Class Skill on Circles of Sanctuary. If they do, the Cleansing of Nature Power can be used on any target in the Circle.
Requirement: Warden Level 3
Incantation: 1 Minute RP: Inscribing personal runes, adding decorations, drawing sigils, pouring salt lines, etc.
Call: “Grant Haven Charges”
Target: One Haven Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: None Effect: Grant Haven Charges
The Warden augments an existing Haven they are linked to. When completing this spell, the Warden increases the Haven’s charges by up to their Warden class-level once per Long Rest. The affected Haven’s charges may not exceed ten total charges with this spell. A Haven with ten or more charges affected by this spell wastes the new charges.
Requirement: Warden Level 3
Incantation: None
Call: “Heal 1 to Self”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: None Effect: Heal
The Warden has taken the effort to deepen their connection to the world. If the Warden is in a Dying state and within their own Circle of Sanctuary, or a place devoted to their deity or higher power (Consecrated / Desecrated), they may call “Heal 1 to Self.” The Warden may use this ability once per Warden class-level per Long Rest.
Requirement: Warden Level 4, Life Tap Pool
Incantation: None
Call: “Short Grant [X] Natural Armor”, Explanation
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Focus Quick 100
Accent: None Effect: Grant Natural Armor
By infusing the will of the natural world into the essence of worked armor, the Warden may cause the civilized armors of their compatriots to bend and flow as hide, allowing it to mend naturally.
The Warden may expend Life Tap points equal to double the Armor Value of a suit of armor worn by another to convert it to Natural Armor of the original value for a Short Rest. The physical armor value of the worn armor becomes zero, and if any is physically removed, the effect ends.
Requirement: Warden Level 5
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
Any time the Warden is a Participant in a Divine Ritual, and the Ritual takes place within their Circle of Sanctuary, they may choose to reduce the Dark Territory of the Ritual by 2.
In addition, any time a Participant other than themselves is negatively affected by the outcome of a ritual while the Warden is a Ritualist, they may choose to take the negative effects upon themselves instead, and use whatever defenses they have available to protect themselves.
Incantation: “By dawning growth that blooms in Spring…”
Incantation: “... I commune with nature."
Call: “By my Voice, Expose all Divine Shields, Exemplars, and Wardens.” "Heal [X] to Self." “Cure [Root, Disable, or Weakness]”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Heal
Out of combat, the Warden may contemplate their place in the natural order, and offer a prayer to the woodland spirits around them that lasts at least two minutes. Upon completing this cantrip, the Warden may identify all Divine Shields, Exemplars, and Wardens in the nearby area (including themself!), then, the Warden may heal themselves an amount equal to the number of Divine Shields, Exemplars, and Wardens in the immediate area. This amount is doubled if the Warden is within the Druids Grove, the Warden’s Circle of Sanctuary, or a space Consecrated to their Devotion.
If the Warden is in the Form of the Rising Sun they also may Cure one Root, Disable, or Weakness in addition to the healing from this power.
Incantation: “... I call unto the deeper ones.”
Call: “Grant Protect vs [Darkness or Mind] by Poison”, “[Name or Description] 1 by Fear”
Target: Self
Duration: Permanent, Instantaneous
Delivery: Touch, Verbal Refresh: Focus Quick 100
Accent: Poison, Fear Effect: Grant Protect, Damage
The Warden calls out to the shadow of the Worldsoul and invokes its protection. They may immediately call “Grant Protect vs [Darkness or Mind] by Poison.”
If the Protect is triggered upon the Warden while in the Form of the Hex Lord the Warden may immediately call “[Name or Description] 1 by Fear” to the individual who struck the Warden.
Incantation: "... seek to know the natural kings.”
Call: [Name or Description], Discern by Radiance: [Question]
Target: Individuals Duration: Short Rest
Delivery: Verbal Refresh: Immediate
Accent: Radiance Effect: Discern
The Warden can cast this spell and begin to learn things about the Fae around her. The spell lasts until the Warden moves their right foot or takes a Short Rest, whichever comes first. Until it ends, the Warden can ask any of the following questions as often as desired of any number of targets that they can see, but may only ask each target each question once. The Warden must wait a Quick Count of 100 between questions.
If the Warden is in the Form of the Waning Moon, they may add the Final keyword to one of these Discerns once per Long Rest.
Incantation: "... call upon the native things.”
Call: “[Name or Description] Discern by Radiance: [Question]”
Target: Individuals Duration: Short Rest
Delivery: Verbal Refresh: Immediate
Accent: None Effect: Discern
The Warden is well acquainted with the natural world and can pick up on many of the subtleties others may not. The spell lasts until the Warden moves their right foot or takes a Short Rest, whichever comes first. Until it ends, the Warden can ask any of the following questions as often as desired of any number of targets that they can see, but may only ask each target each question once. The Warden must wait a Quick Count of 30 between questions.
If the Warden is in the Form of the Rising Sun, they may, after determining the target is of the Animal or Beast Type, call “[Name or Description] Long Obey to [Animal/Beast]: Leave this place, and harm no one,” once per Long Rest.
Incantation: “... may deadly nightshade bless my sting.”
Call: “1 [Poison or Disease]”, “[Name or Description] 1 [Poison or Disease]”
Target: Individual Duration: Instantaneous
Delivery: Packet, Verbal Refresh: Immediate
Accent: Poison, Disease Effect: Damage
The Warden summons lethal poisons, or conjures foul plague to bombard their opponent with sickening energies. The Warden may charge a Packet with “1 [Poison or Disease].” If the target of this spell is within the Warden’s Circle of Sanctuary, they may instead make this a Verbal Call.
If the Warden is in the Form of the Hex Lord, they may instead use the Fear Accent.
Incantation:
“By dawning growth that blooms in Spring, from budding earth and insect sting…”
Incantation: “... I leash the minds of beasts.”
Call: “Short Charm to [Animal/Beast] by Mind”, “Short Dominate to [Animal/Beast] by Mind”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Mind Effect: Charm, Dominate
The Warden weaves a sickly sweet, yet eerie melody with their words, reaching out to the minds of natural creatures. The Warden charges a Spell-ball to call “Short Charm to [Animal/Beast] by Mind.”
While the Warden is within the confines of the Warden’s Circle of Sanctuary, this effect is amplified and more focused: if the target is also within the Warden’s Circle of Sanctuary, the Warden may instead choose to call “Short Dominate to [Animal/Beast] by Mind.”
If in the Form of the Hex Lord, the Warden may charge an additional Spell-Ball.
Incantation: “... I wrap you in the golden bands of Autumn.”
Call: “Mend Natural Armor to Full”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant, Mend
The Warden may call “Mend Natural Armor to Full” to an individual target.
If the Warden is in their Circle of Sanctuary, they may target an additional individual.
If the Warden is currently in the Form of the Rising Sun, they may refresh five points of their Life Tap or Healing Touch pool.
Incantation: “... I release the beast within.”
Call: “Short Grant +1 Bonus Spikes, +1 Bonus Spike Damage, Inherent Vulnerability to Mind”
Target: Other Individual Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant, Refresh
The Warden may impart some of the blessings of the Hex, albeit at a cost. The Warden may call “Short Grant +1 Bonus Spikes, +1 Bonus Spike Damage, Inherent Vulnerability to Mind.” Remember that bonus Spikes and bonus Spike Damage are limited to +3 per person from multiple sources according to Stacking limitations. This Spell may only be cast on any individual by that Warden once per Long Rest.
If the Warden is in their Circle of Sanctuary, they may also call “Refresh all Spikes” on the same target.
If the Warden is in the Form of the Hex Lord, they may target an additional individual.
Incantation:
“By dawning growth that blooms in Spring, from budding earth and insect sting.
By Summer’s heat in brightest day, from stalking beast and fleeing prey…”
Incantation: “... I draw upon the ancient magics.”
Call: None
Target: Circle of Sanctuary Duration: Long Rest
Delivery: Touch Refresh: Spell
Accent: Will Effect: Special
The Warden may weave more spell energy into Circles they create, allowing them to persist even if they leave the Circle. The Warden may suffuse this energy into their circle at any point after its initial casting. However, once this additional magic is woven into the circle, it can no longer be moved and ended by the caster.
This magic will keep the circle in place until the caster completes a Long Rest, at which point the magics fade and the caster must reclaim their circle. (They may also reclaim it early if the player intends to go to bed or leave the site; if they do, they may not cast a new Circle until after their next Long Rest.)
The Warden may have a maximum of one Circle active at a time through any means. To cast a new Circle, the Warden must ensure any previous Circles have been reclaimed.
Additionally, this spell allows the Warden to instantly re-attune to their Circle, regaining any benefits it would normally grant. This can be done a number of times per Long Rest equal to the Warden’s class-level.
If the Warden is in Form of the Rising Sun while within their Lingering Circle, their Short Rests take half the time to complete.
Incantation: “... I call out with a ringing silver voice.”
Call: “Short Charm to Living by Mind”, “Short Dominate to Living by Mind”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Mind Effect: Charm, Dominate
The Warden weaves power into their words and makes their target more understanding of their ways. The Warden may charge two Spell-balls to call “Short Charm to Living by Mind.”
While within their Circle of Sanctuary, the effect is amplified and concentrated. If the target is within the Warden’s Circle of Sanctuary, the Warden may instead call “Short Dominate to Living by Mind.”
If in the Form of the Hex Lord, they may charge an additional Spell-Ball.
Incantation: “... I gift you with the strength of the night.”
Call: “Grant Protect vs Poison and Disease”, “Grant Protect vs Mind and Darkness”
Target: Individuals Duration: Permanent
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: None Effect: Grant
The Warden may charge three Spell-Balls to call “Grant Protect vs Poison and Disease.”
While within their Circle of Sanctuary, the effect is amplified and concentrated. If the Warden is in their Circle of Sanctuary they may charge 2 additional Spell-Balls.
If in the Form of the Hex Lord, they may instead call “Grant Protect vs Mind and Darkness,” chosen at time of casting.
Incantation: “... I part the Veil to slip between.”
Call: “Long Grant Power: Shadowstep”, Explanation
Target: Individual Duration: Long Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant
The Warden draws on and focuses the darker energies of their grove and blesses an individual with these energies. This Spell must be cast out of combat.
If the Warden is in the Form of the Waning Moon or Hex Lord, they may also call “Grant Shadowstep to Self.”
ShadowstepCall: “Grant Insubstantial”, “Cure Insubstantial” Target: Self Duration: Slow 30 Delivery: None Refresh: None Accent: None Effect: Grant, Cure When stepping into a shadow large enough to completely conceal the character, they may immediately call “Grant insubstantial” and walk directly to another shadow large enough to completely conceal the character, then call “Cure insubstantial.” Should the target be unable to reach a shadow within a Slow 30, they automatically and immediately lose their insubstantial Condition and should Call “Cure insubstantial.” If the Warden grants this Power to themself, they may count their Circle of Sanctuary as a shadowed area for the purposes of this Power. |
Incantation: “... I stride through root and branch alike.”
Call: “Short Grant Insubstantial to Self”, “Cure Insubstantial to Self”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: None Effect: Grant Insubstantial
The Warden is able to touch a large tree and enter the root network of the forest to travel unscathed. The Warden may cast this spell while touching a tree of at least six inches across. Once the incantation is complete the Warden may call “Short Grant Insubstantial to Self.” They may then walk freely until they either complete a Short Rest, or touch a tree of at least six inches across and call “Cure Insubstantial to Self.” While under the effects of this spell, the caster may not enter buildings or other similar structures.
If the Warden is in the Form of the Waning Moon they may Refresh all Spikes upon becoming insubstantial.
Incantation: “... I heal your wounds with golden strands.”
Call: “Heal 4 by Radiance”, “Heal 3 and Cure [Condition] by Darkness”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Radiance Effect: Heal, Cure
The Warden may charge three Spell-Balls to call “Heal 4 by Radiance.” Casting this spell adds six points to either the Warden’s Life Tap or Healing Touch Pool if they have one.
If in the Form of the Hex Lord, they may choose to call “Heal 3 and Cure [Condition] by Darkness.” instead.
If the Warden is in their Circle of Sanctuary they may charge an additional Spell-Ball.
Incantation:
“By dawning growth that blooms in Spring, from budding earth and insect sting.
By Summer’s heat in brightest day, from stalking beast and fleeing prey.
By spirits of the fallen leaf, from Autumn fires’ ashen grief…”
Incantation: “... I draw upon the ancient oak.”
Call: None
Target: Self Duration: Short Rest
Delivery: Touch, Verbal Refresh: Spell
Accent: None, Fear Effect: Grant, Damage
The Warden taps into something primal in the earth itself and emboldens their healing strength. The Warden plants their right foot - while the Warden keeps their foot planted, they gain +1 Healing to all Powers (including spells and cantrips). If the Warden moves their right foot, becomes helpless, or takes a Short Rest, the spell ends.
Casting this spell adds twelve points to the Warden’s Life Tap or Healing Touch Pool if they have one.
If this spell is cast from within their Circle of Sanctuary, they may move within that circle but are Inherently Slowed. If the Warden leaves their Circle of Sanctuary, the spell ends.
If in the Form of the Hex Lord, while this spell is active, when taking damage the Warden may call “[Name or Description] 3 by Fear.”
Incantation: "... I call upon the spirits to empower me.”
Call: “Grant 6 Natural Armor,” “Grant Guardian of the Grove”
Target: Self Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant, Special
The Warden emboldens their physical defenses by creating 6 Natural Armor.
Additionally, while in a Haven or Hearth the Warden is linked to, a Consecrated / Desecrated Building or Area dedicated to the same Devotion or Patron as the Warden, or in their own Circle of Sanctuary, the Warden gains the following benefits for the duration of this spell:
Incantation: "... I grant you the strength of the Oakenshield..”
Call: “Short Grant resistance to Shatter and Shield-Breaking”, “Mend Shield to Full”
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant, Mend
Oakenshield gives a number of individuals equal to the Warden’s class-level the power to resist Shield-Breaking and Shatter Effects that hit any shield(s) they hold. The shields only have resistance while being held by those targeted individuals.
If the Warden is in the Form of the Rising Sun when this spell is cast, the Warden may also Call “Mend Shield to Full” once each on each shield currently wielded by targeted individuals (remember that each individual can only wield one shield at a time). This Call is made immediately after completing the Incantation.
Incantation: "... I call upon the deepest wellspring of life.”
Call: “Grant Life by Radiance”, “Heal to Full by Radiance”, “By My Voice, Heal 4 to Living”
Target: Individual Duration: Instantaneous
Delivery: Touch, Voice Refresh: Spell
Accent: Radiance Effect: Grant Life, Heal
This powerful spell washes the target in life-energy. If the target is a corpse, it will bring it back to life with Full Life Points. Grant Life used on the undead will cause the target to drop to 0 Life Points and lose its Undead Type if it isn't Inherent. Casting this spell adds twelve points to the Warden’s Life Tap or Healing Touch Pool if they have one.
If cast inside their own Circle of Sanctuary, they may then call “By My Voice, Heal 4 to Living” as life energies wash out from the circle.
If the Warden is in the Form of the Rising Sun, the requirement to be within their Circle of Sanctuary is waived - they may use the Voice effect anywhere.
Incantation: "... I summon the webs of the deep.”
Call: “By My Voice, Bind by Darkness”
Target: Individuals Duration: Permanent
Delivery: Voice Refresh: Spell
Accent: Darkness Effect: Bind
The Warden calls forth the binding roots and webs of the giant spiders in the labyrinths deep within the earth, seen rarely by mortals. Snaking forth, they seek out the legs of the unwary and hold them fast. When this spell is cast, the Warden calls out “By My Voice, Bind by Darkness.”The Warden is bound as well, afflicted by a “Bind Final” as the tangled mass of roots and web burst forth from beneath their feet.
If the Warden is in the Form of the Hex Lord, the Bind that they take is not Final.
Incantation: “... I unleash plague upon the interlopers.”
Call: [Name or Description] [Effect]
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Spell
Accent: Disease, Ice Effect: Repel, Disable, Disarm, Imprison, Slow, Weakness
The Warden draws power from the world around them into their Circle. While within their own Circle, they may call any of the Effects from the list below at-will against targets who are also fully within the Circle. The ability to do this refreshes with a Quick Count of 10.
While in the Form of the Hex Lord, the Warden may replace the Accents listed with Poison, Darkness, Disease, or Fear.