Spellwarded Zone
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
Arcane 6, Divine 6 Type: protection
Range: touch Duration: 6 turns
This spell creates a defensive ward that protects a 20’ diameter sphere. The spellward has a number of layers equal to caster level. The spellward automatically triggers whenever a spell, elemental effect, or spell-like effect would affect the area. If a spell, elemental effect, or spell-like effect affects an area that is inclusive of the spellwarded zone, but also affects areas outside the zone, the spellward will trigger, but its protection only extends to its own area of effect.
If the triggering effect allows for a saving throw, one layer of the spellward will be automatically expended to provide a +1d4 bonus to the saving throw for the affected area and/or any creature(s) in the area.
If the triggering effect deals damage, one layer of the spellward will be automatically expended for every 5 points of damage the effect deals (ignore any reduction from saving throws), up to the maximum number of layers. Each layer expended reduces the damage by 1d4 points. If the damage is reduced to 0 or less by the spellward, then any creature(s) in the area are entirely unharmed, and do not suffer an interruption of concentration or other effects that may accrue upon being hit.
If the spellwarded zone is subjected to counterspell or dispel magic spell, it will expend one layer of the ward per two caster levels of the dispel in order to increase its effective caster level by 1d4 per layer, making it harder to dispel the zone. Spellward zone expires when all of the layers are expended, or after 6 turns, whichever comes first. If this spell is made permanent through ritual magic, the spellward recharges two layers per turn.