As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.
As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.
When you gain the Protection sphere, you gain the following ward:
You may create a ward that creates a mostly-transparent wall of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.
A barrier has hit points equal to twice your caster level and a Break DC of 15 + 1/2 your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.
If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points are renewed each round on your turn.