Area Ward (3.5e Weave)

Casting Area Ward costs 6 points of energy before additional costs are applied.

Choose any number of creature types and a 10' cube. Whenever a creature of any of those creature types attempts to enter this area, an alarm sounds.

You can add more contiguous 10' cubes to the area at the cost of 1 point of energy per cube.

You can exclude specific individuals from triggering the Area Ward at the cost of 1 point of energy per individual.

You can make the alarm only sound in your head at the cost of 1 point of energy. Making the alarm not sound at all costs nothing.

You can make the blocked creatures be unable to enter unless they succeed on a Will save, which they can only attempt once every 24 hours, at the cost of 5 points of energy.

You can make the blocked creatures take 1d6 points of Fire damage per character level if they attempt to enter the area, at the cost of 8 points of energy.

True Power Only: If you use True Power to create this weave, Fire damage dealt by Area Ward is Vile damage instead, and creatures that fail their Will save to enter the area are panicked for 1d6 rounds.

Tie Off: This weave is always tied off.

&rarr; Weaves