Ward
- SchoolAlteration/Divination
- ComponentsV, S, M
- Range30 yards
- Area30' radius or 1 creature/level
- Casting time1 hour
- Duration1 year
- SaveNone
(See also: Ward - Old Empire (Wizard Spell))
When this spell is cast, the wizard creates a bond between himself and an area of land or a nonhumanoid creature. This bond allows the wizard to know what is happening to that chosen area or creature even when he is far away.
The wizard can't specifically see what is taking place in the area, nor has he any way of knowing exactly what has befallen a warded creature. He does get a sense whether the land or beast is healthy or not. If warded land is defiled or a warded creature is killed, the wizard instantly knows it, though he has no knowledge of who actually performed such deeds.
Earth defenders cast the ward spell as the first step in their stewardship over their chosen environmental ward. The material component for a ward spell is a drop of the wizard's own blood smeared on the creature or ground that is to be warded.
Defilers aren't prohibited from casting ward spells, but as most have little interest in the welfare of the land they ravage, few defilers choose to learn the spell.
Sources: Defilers and Preservers: Wizards of Athas