This spell is a part of the Synergy spell chain and is found in the Synergy rune stone.
It is said that the Seraphim care nothing for themselves, that their entire existence is devoted to the protection and service of others. Whether or not that is true of the Seraphim themselves, it is most certainly true of what the navitamancer creates with this spell. With the casting of Mystic Warden the navitamancer calls forth from their own life force a being of pure crackling electrical energy - a guardian, a protector, a warden in the truest sense of the word. It emerges adjacent to the caster in a brilliant flash of golden light and electricity, beautiful and fierce, and it immediately sets about doing the only thing it was created to do - keeping those the navitamancer loves alive. The Warden has no Vitality of its own. It lives entirely on what the navitamancer is willing to give. At the moment of casting the navitamancer must immediately commit an amount of Vitality to the Warden. For every 1 Vitality the navitamancer sacrifices the Warden receives 2 Vitality, the navitamancer's life force amplified by the Seraphim's energy into something greater. This initial commitment determines how much punishment the Warden can absorb before falling. Each subsequent round the navitamancer may spend a support action to feed the Warden additional Vitality at the same 1:2 ratio, keeping it alive and fighting. Should the navitamancer choose not to feed the Warden in a given round the Warden fights on with whatever Vitality it has remaining. The navitamancer may only feed the Warden once per round.Â
The Warden positions itself between the navitamancer's allies and harm. Whenever any ally within 6 spaces of the Warden is targeted by an attack, magical or physical, the Warden may intercept. When intercepting the Warden throws itself into the path of the attack, absorbing the full damage directly into its own Vitality rather than allowing it to reach the ally. The Warden holds this absorbed damage within itself, crackling with increasing intensity as it accumulates. The Warden cannot intercept attacks against the caster, the navitamancer's own safety is secondary to the Warden's purpose, as the navitamancer intended. The Warden can continue to protect for up to 6 rounds, or until it runs out of Vitality. No spell, skill, or ability exists that can dispel The Warden for the moment it is created it is no longer a magical spell but a construct of the navitamancer's desire to protect. Nay, the only way to get rid of The Warden is to attack it until it can take no more. Upon the end, be it the end of the spell or when the Warden has taken all that it can take, the Warden doesn't simply fade. All that stored damage, all that pain absorbed on behalf of others, releases in one final violent act. The Warden detonates in a discharge of wild electrical energy, releasing half of the total damage it absorbed throughout its existence as a violent arc flash across a 3x3 space area centered on the Warden's position. Every target in that area, ally and enemy alike, receives this discharge damage. The navitamancer should position the Warden wisely for its final gift is indiscriminate. Should the Warden fall without having absorbed any damage it simply dissipates quietly, its purpose unfulfilled but its sacrifice no less meaningful.
N/A
