Ward (spell)

Ward is a Blocking and Regular spell in the Meta College, used for defending one's self and allies from regular spells.
When cast immediately, this spell prevents the opposing spell from working, and works against a single magical attack.Magic, p.122 If an attacking spell affects several people, each Ward cast can only save one subject. It does not protect against missile spells, meaning it is primarily used for defending one's self and allies against other "regular" spells--that is, ones transferred through touch (or, more often, being whacked with a staff).
The caster defends against another spell by rolling against the lower of Ward and their skill in the opposing spell. This spell fails if the caster doesn't know the opposing spell at 12 or higher!
* Cost: 2 on self, or 3 on anyone you can see (line of sight?). You cannot Ward someone you cannot see.
* Prerequisite: Magery 1
== Improvements ==
* Reflect is an improved version.
* The secret spell Sovereign Ward is a more universal, powerful version of Ward, allowing one to block any non-missile spell!
== See Also ==
* Oddly enough, Counterspell also exists, which works similar to Ward but seems to be useful for ongoing effects, while Ward is the Blocking equivalent. Requires knowing the opposing spell.
* Similar to Counterspell, Suspend Spell can be useful, as a lot can happen in a single minute. Still requires knowing the opposing spell.
* Dispel Magic can dispel an area, but takes a few seconds to cast. 
* For diverting missile spells, use Catch Spell or Deflect Missile, You can even use Return Missile. Deflect Energy works as a Blocking spell, specifically against beams and energy balls.
** Or for resistance over time, see Missile Shield
== References ==
Category:Blocking Spells
Category:Meta-Spell College