Elementals and Wards

The prime material plane is inexorably tied to the elemental planes. Much of what holds our dimension together is due to these planes, but there is the trouble of interference from creatures native to them. The sigils provided in this text represent a means of protecting oneself from these interlopers. The sigils are arcane symbols that can be drawn and infused with magic to provide a ward over a given area. The area affected extends 15ft in front of the sigil, and is a square area 5 times larger than the side length of the outer triangle. The smallest possible sigil is a 1ft Sigil that affects a 5ft square. The Sigil negatively affects elementals and any creature that gains it's power from that elemental axis.

Placing a Sigil

The Sigil can be made out of any material, but the material chosen changes the durability of it. A sigil made using salt would be easily disturbed by a creature walking over it, but one made of metal would be difficult to disrupt. Drawing the sigil on a surface requires a DC 10 Dexterity (Performance) check as part of a Use an Object action. A one foot sigil can be drawn in six seconds, with each additional foot of length adding six seconds to the time. The time is halved if the person drawing the sigil has proficiency in the appropriate tool.

Sigil Magic

The sigil, once drawn, can be activated by touching the sigil and using a spell slot. The spell slot used determines the effectiveness of the ward.

Wards

Spell Slot CR 1st 1 [1/2] 2nd 3 [1] 3rd 5 [1] 4th 7 [2] 5th 9 [2] 6th 11 [3] 7th 13 [3] 8th 15 [4] 9th 17 [4]

The ward affects elementals with CR equal to or below the listed CR in the following ways:

The creature has disadvantage on attack rolls against targets in the warded area.

The area counts as difficult terrain.

The creature cannot directly interact with the sigil.

In addition to this, weaker elementals are further beleaguered by the ward. Elementals with a CR equal or lower than the one listed in brackets have their form disrupted. They take 3d8 force damage per spell slot level used to activate the sigil.

The ward blocks ranged spell attacks from creatures attuned to that elemental axis, if the spell crosses into the warded area, it is dissipated.