Electrical Wards (Wizard Spell)

This variation of shocking grasp can be cast upon any metallic object. Items guarded by elec­trical wards glow with a very faint blue light and radiate an unnatural aura of cold. The blue glow can be spotted only 25% of the time in daylight, 80% of the time in shadow or torchlight, but is noticed all of the time in complete darkness.
Any creature touching the object without speaking a special word of release (designated by the wizard at the time of casting) is struck for 2d10 points of electrical damage. A saving throw vs. spell for half damage is allowed.
When the spell is cast, the wizard also desig­nates a word of setting that rearms the spell. The spell can be armed or disarmed by the words of release and setting any number of times without affecting spell duration; the electrical wards last until the spell has discharged twice or has been successfully dispelled. Over the long term, about a 3 to 5-month span, the ward begins to fade and must be renewed. Like most wards, this spell can­not be cast in combination with itself or other warding magics.
The material component is a short length of copper wire.
Notes: Uncommon for transmuters and artifi­cers; otherwise very rare.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells