Spirit Ward
Clairsentience
Manifesting Time: 1 action
Range: Touch
Maintenance: Concentration, up to 10 minutes
Detection: Psychic, Gesture, Visual (glow)
You psychically protect a target from spirits you choose: celestials, elementals, fey, fiends, and undead. When you augment the power, you can create either a ward or a trap, replacing the base effect.
One willing creature is can’t be surprised by the chosen spirits and has advantage on ability checks against them while the power is in effect or until the warded creature attacks one.
1 [Ward]. You protect a willing creature. The protection offers several benefits. The chosen spirits have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by a spirit, the target has advantage on any new saving throw against the relevant effect.
Empower. When you spend 4 power points (5), you can place a ward on an object that can be held or worn. As long as a creature has this object in its possession, it is warded against the chosen spirits.
3 [Ward]. You place a ward on the threshold of a structure, protecting it and up to a 40-foot cube of the structure containing that threshold. The chosen spirits are unable to enter the warded area through any means. Creatures within it can’t be charmed, frightened, or possessed by spirits. If a spirit is within the structure when you manifest the power, it ignores the effects of the ward
Empower. When you spend 6 power points (9), the area of the structure warded by the power increases to up to a 300-foot cube, excluding any chambers within it you choose.
7 [Ward]. You create up to a 15-foot radius sphere centered at a point within 5 feet of you. The chosen spirits can’t enter the sphere through any means. Creatures within the sphere can’t be charmed, frightened, or possessed by spirits. Moreover, spirits have disadvantage on attack rolls against creatures within the sphere. If a spirit is within the sphere when you manifest the power, it fails.
Empower. When you spend 4 power points (11), the sphere can be centered on a creature you touch, which can be you. The sphere moves with the target.
13 [Trap]. You attempt to trap a spirit you touch. It must succeed on a Charisma saving throw or become confined within the trap for as long as the power is in effect. The trap is a cylinder that comfortably fits the spirit.
A confined spirit can’t attack a creature outside the trap, nor can its spells, powers, and other abilities penetrate the trap. Conjuration and summoning effects it employs automatically fail. If the target attempts to exit the warded space through magic or similar means, it fails.
The trapped spirit can use its action to make a Charisma check against your power save DC. If the creature has taken damage within the last round, it makes this check with advantage. If this check succeeds, the power ends.
Empower. When you spend 2 additional power points (15), you create a special ward against one particular, unique creature.
You must have an object with some connection to the creature, which can be one of its possessions or a symbolic reference connected to it. Once the target is confined, you can use your reaction to bind the trap to the object. The target must succeed on a new Charisma saving throw or the trap becomes permanent until broken.
The trap breaks when the target gains possession of the special object used to seal it, the object is destroyed, or the object is the target of the psychic static power or dispel evil and good spell. A confined spirit is free to speak, but it can only take the Use an Object action. It is immune to all damage while confined.
17 [Ward]. You ward an area up to a 1-mile radius cylinder that is 50 feet tall. The chosen spirits can’t enter the area, and if present in the area, must succeed on a Charisma saving throw or be forced to exit the area using any means necessary. On a success, the spirit can remain, but while within the area it has disadvantage on attack rolls and creatures can’t be charmed, frightened, or possessed by it.