Spell Ward
- SchoolAbjuration
- SphereProtection
- ComponentsV, S
- RangeTouch
- AreaOne being
- Casting time1 round
- Duration1 round/level
- SaveNone
This powerful magic confers upon the caster or a single living touched spell recipient complete personal immunity to one specific, named wizard spell of each level (for example, lightning bolt, not just any lightning spell), which must be determined during casting. In addition, a spell ward affords protection against any one form of damage of both natural and magical origin (typical forms are cold, electricity, fire, acid, rot, heat, life-energy drain, and poison. However, a spell ward cannot prevent the contraction of any disease.
Casters who use this spell on themselves can—at an immediate cost of 1d6 points of damage to themselves—transfer the protection of the ward to another being through touch. (Unaware or unwilling recipients require a successful attack on AC 10 to touch.) Such a transfer does not affect the duration of the ward; only the remaining time of protection is gained. No second transfer can be made, and a being who is not the spell's caster cannot transfer a spell ward to anyone. Spell ward does not work on automatons (such as golems) or undead creatures.
Notes: Restricted to priests of Mystra, from the Forgotten Realms setting.
Sources: Faiths & Avatars · Priest's Spell Compendium