Wardaway
- SchoolAbjuration, Evocation
- ComponentsV, S, M
- Range60 ft.
- Area1 creature
- Casting time1
- Duration2 rds.
- SaveSpecial
This spell hurls a disjointed, shimmering area of magical force at a single opponent. This forceful chaos can dodge and dart so as to reach its intended target, regardless of the movements of the foe or other beings. Once the spell is cast, the caster cannot change her mind about which being is the spell's target. Undead and non-living constructs such as golems are immune to the effects of wardaway.
The shimmering chaos strikes and swirls around the target creature, which must make a saving throw vs. spell. A creature making a successful saving throw attacks with a -1 penalty for two rounds and strikes last (of all engaged creatures) in both rounds. A creature that fails its saving throw suffers, in addition, 1d4+4 points of damage as the spell force hits it. In either case, any charge made by the target creature is broken.
The most common use of a wardaway spell is to stop a charge and give the caster time to prepare for subsequent attacks.
The material component of this spell is a small human hand sculpted of clear rock crystal or moonstone.
Notes: Rare in the Forgotten Realms setting; virtually unknown elsewhere.
Sources: Wizard's Spell Compendium