Wandweird (Wizard Spell)

This spell creates an invisible sphere of pro­tection centered on the caster that moves with her. While the spell lasts, no wands function within this sphere, and no wand discharges can pass into or through the sphere. Even if triggered to explo­sive effect just beyond the sphere's boundaries, no part of a wand's powers penetrates the pro­tected area. All such effects vanish as the sphere absorbs them.
Wand effects that inflict no direct points of damage are merely absorbed by the spell. Wand attacks that deal damage (such as magic missiles, fireballs, and lightning bolts) empower a pool of spell energy of which the wandweird caster is made aware.
As the sphere's existence ends because of the spell's expiration (or earlier, by the caster's choice), the wandweird caster can elect to launch the energy the sphere has collected at any single target creature. A blast or ray of raw spell energy roars at the chosen target, striking at MV 30 and with a THAC0 4, dealing out all the cumulative points of damage that the wand attacks absorbed by the sphere would have done.
If any being destroys a wandweird sphere by means of a successful dispel magic, this attack automatically lashes out at the dispelling caster, regardless of the wandweird caster's wishes or lack of attention.
This spell has no effect on magic from sources other than wands.
The material component of this spell is a piece of wood, roughly the size and shape of a wand, upon which any spell has been cast within a day of the casting of the wandweird. The spell need not still be in force; most mages employ a light spell for this preparation.
Notes: Very rare in the Forgotten Realms setting; virtually unknown elsewhere.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells