yarden
0-level (Cantrip) Evocation
Casting Time: 1 action
Components: somatic
Yrden draws power from the fifth element of aether, creating a magical trap on the ground to
snare your enemies.
At-Will Effect: Choose an object within 10 feet of you. You can decipher a discrete magical inscription on that object that would otherwise be unintelligible, including a spell, a line of mystical runes, the name of a specific glyph or symbol, etc. Decipher this writing does not
invoke the magic contained in it.
Combat Effect: You place a fixed magical ward in a 10 foot diameter circle around you that is invisible to normal senses and lasts for as long as you concentrate on it, up to 1 minute. There are two versions of this ward that you may place:
Radiant Ward: The next creature hostile to you that enters the area triggers the ward, and must make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant damage and is restrained until the end of its next turn, and on a successful save the creature takes half as much damage. Once triggered, the ward ends.
Magic Ward: Monsters normally resistant to nonmagical weapons can be affected normally within the area of the ward, and they treat the area within the ward as difficult terrain.
Empowered Effect: The radiant ward deals 5d6 radiant damage instead and the creature is stunned instead of restrained. The magic ward applies to monsters normally immune to
nonmagical weapons, they cannot take bonus actions or reactions within the ward, and
projectiles fired into or thru the warded area are destroyed.