Spirit Ward is a 1st level priest spell only usable by the shaman class.
All shamans automatically receive this spell and do not have to select it on level-ups.
Description[]
| “ | This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead. | ” |
Gameplay[]
The caster selects a single target creature to apply this spell to, including self if desired - the spell only has a short range, so basically "touch" distance.
After the spell casting is finished, a text will display reading "Spirit Ward", and the target will be covered by a brief 3D graphic effect and a color fade, and for the duration of the spell their sprite will render a color glow pulse.
A player character with this spell upon them will show an icon (No. 189) titled "Spirit Ward" on their portrait for the spell's duration - a sound effect will audible when it expires.
The spell recipient has three effects taking place after receiving this ward, as follows:
- 3-point bonus to any Saving throw required from spells/effects coded as under the Enchantment school of magic.
- 2-point Armor Class bonus versus attackers that match the spell's listing of warded creatures (identified by the 8 IDS classes or races).
- 2-point Saving throw bonus versus attackers that the spell's listing of warded creatures (identified by the 8 IDS classes or races).
This spell can be removed with any applicable Dispel Magic effect or a Breach.
Casting a second Spirit Ward on the same creature won't "stack" benefits, the most current spell replaces the previous spell.
Naturally, this spell can't be applied directly to the same creatures it wards against - this might occur if the player has summoned a creature for instance, but it can't be buffed with Spirit Ward if it is one of those classes/races it also wards against, see below.
- This is a non-exhaustive list of enemies this spell wards against:
- Aerial servants
- Air Elementals (including Lesser, Greater and Elder Air Elementals and Yan-C-Bin)
- Ashirukuru
- Banshee
- Child Spirit
- Cryonax
- Crypt King
- Dryads (including Hamadryads)
- Durlag Trollkiller
- Earth Elementals (including Lesser, Greater and Elder Earth Elementals and Ogremoch)
- Fire Elementals (including Lesser, Greater and Elder Fire Elementals and Imix)
- Ghost Knights
- Grimwarders (including Grimward Archers)
- Invisible Stalkers
- Islanne
- Nereids (including Shoal the Nereid)
- Nymphs
- Olhydra
- Shades (including Devil Shades, Shade Wolves, Greater Shade Wolves and the Shade Lord)
- Shadows (including Shadow Fiends, Shadowed Souls and Shadow Patrick)
- Shambling Mounds
- Sirines (including the Sirine Queen)
- Spirit Trolls
- Spectral Trolls
- Swamp Horror
- Well Spirit
- Wraiths (including Greater Wraiths, Vampiric Wraiths and Shimmering Wraiths)
Notes[]
The Spectral Harpists aren't classified as "spectral undead", despite the fact they are undead creatures and have "spectral" in their name.
The +3 bonus to Saving Throws against spells belonging to the Enchantment school applies to spells/abilities used by anyone, not just the warded creatures.
In case it isn't clear - the Enchantment school Saving Throw and the warded creature Saving Throws are additive, meaning that the protected character will actually receive a +5 bonus against certain sources, for example, a Sirine's Dire Charm spell (+3 due to it being an Enchantment spell and a further +2 due to the bonus against the Sirine for being a Fey creature).
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has not changed this divine spell.