You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, any creature with a challenge rating under 5 will fade from existence and any other creature will take 4d6 force damage. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
The Grand Maw. Conjures a hunter shark (Friendly to you and your companions) when the spell is used underwater. The shark disappears when it drops to 0 HPs or the spell ends. Any creature in near the spell must make a Wisdom saving throw. On a failed save the shark bites the creature dealing 2d6 piercing damage.
* - (a small mirror)
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