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PriestLv. 6

Ward of Light

This spell creates a protective sphere (or on solid ground, a hemisphere) of shielding force centered on the caster. It is stationary after it is cast and will survive the death or departure of its caster.

A ward of light can be any size from 10 feet across to 90 feet in diameter, as the caster decrees during casting.

The material components are six ivory tokens inscribed with the disc of Lathander and set down at the center of the area defended by the caster.

These emit one ray each per round, ‘Tiring” unerringly at any creatures entering the guarded area who do not wear or carry a holy symbol of Lathander. Those already within the shielded area when it forms are not targeted by the spell unless they leave the area and try to return.

If more than six target creatures enter or are in the sheltered area during a single round, the first six creatures to enter (or the six that have been within the hemisphere the longest) are struck by the rays of the ward. If fewer than six valid target creatures are in violation of the ward during a round, they suffer attacks from multiple rays (divide evenly, and then allot extra rays randomly).

Ward of light rays each cause 4d8 points of damage per round, double that to undead (although the undead are allowed a saving throw just as other creatures are). The ivory tokens vanish in smoke when the spell expires, whether they have fired any rays or not.

Notes: Granted by the god of dawn Lathander of the Forgotten Realms setting. This spell is found only in a few exceptionally rare tomes.

Sources: Priest's Spell Compendium

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