2nd-level Spell: Turning Ward
Aspetheurgy (Abjuration)
You construct a maze of magic around another creature you touch, making it difficult for enemies to reach. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make an Intelligence saving throw. On a failed save, the creature must target you instead, or another creature of its choice if it can't target you. If it doesn't choose a new target, it loses the attack or spell. The warded creature gains no protection from area effects. On a success, the creature can attack the warded target as normal for the remainder of the spell.
Creatures that are warded cannot damage other creatures while under the effects of this spell, but they can still use attacks and spells that cause other effects to occur (such as Shove or casting Foolish Fire). Any damage that would normally occur alongside these attacks or spells are negated for the spell's duration.
Source: SMS (modified)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
- Ritual: No
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