[abjuration; shell]
Caster Level 12
Casting Time 6 segments (reading time)
Range 0
Area of Effect 10-ft. radius (moves with the reader)
Duration 5d8 rounds
Save None
Aura Dim/Faint
Class Requirement none
Encumbrance none (as parchment)
XP Value/GP Value 600 XP/3,000 g.p.
Elemental creatures and their abilities are hedged from the area of effect.
The creatures affected are based on the type of scroll. ie. "Air" means any creatures with the creature sub-type of (air) will be hedged.
Limitations
The ward will only hedge the first 24 HD worth of true elementals. Otherwise, the ward will only protect against the first 16 HD worth of creatures with the appropriate sub-type. "First" in this case means the first individual creature that attempts to enter melee with those in the warded area.
When determining hit dice, all true elementals are hedged before other creatures.
If the protection is not used fully, then an AC bonus is granted in the area of effect of -1 per hit die unused against one other creature. For example, the reader faces three royal air elementals, all with 16 HD. One is hedged fully, another attacks those within the protection as if they had an AC 8 places better (+8 to AC; i.e. 24 - 16 = 8) and the third is unaffected and can attack normally.
Ranged weapons are not hedged in any way.
Creatures using melee weapons cannot attack the reader unless the weapon is 8-ft. or longer.
Creatures other than the reader located in the area of effect gain the same protection, although these can be attacked with melee weapons of 4-ft or longer.
If moving toward hedged creatures, the hedged creatures will be pushed around the ward or backward. If a hedged creature is pushed into an area that does not allow more movement (e.g. a corner), and the reader continues to move toward the hedged creature, the ward will immediately fail. Being pushed by the ward does not affect a hedged creature's actions unless determined by the GM (the creature is casting spell or is cut off from melee due to restricted space, etc.). In general, the hedged creature can determine if it moves around or back from a ward being pushed against them.
For more details on use, see Protection Scrolls.