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Wardaway

Effect

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 nonliving 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 pre- pare for subsequent attacks.

Source

Arcane
Material Components
The material component of this spell is a small human hand sculpted of clear rock crystal or moonstone.
Gestures & Ritual
Verbal, Somatic and Material components
Related School
Abjuration, Evocation
Effect Duration
2 rounds
Effect Casting Time
1
Range
60 feet
Level
1
Applied Restriction
Saving Throw: Special

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