Guards and Wards
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Range: 0
Components: V, S, M
Duration: 1 hr/level
Casting Time: 3 turns
Area of Effect: Special
Saving Throw: None
This special and powerful spell is primarily used to defend the wizard’s stronghold. The ward protects a one-story stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward a multistory area by reducing the base area proportionately. The following take place in the warded area upon casting the spell:
- All corridors become misty; visibility is reduced to 10 feet.
- All doors are wizard locked.
- Stairs are filled with webs from top to bottom. These act as the 2nd level web spell, except that they regrow within one turn if destroyed.
- Where there are choices in direction-such as a cross or side passage-a minor confusion-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction.
- The whole area radiates magic. The normal use of the detect magic spell becomes impossible for those of less than the caster’s level and difficult for others.
- One door per level of experience of the wizard is covered by an illusion to appear as if it were a plain wall.
- The wizard can place one of the following additional magical effects:
- Dancing lights in 4 corridors.
- A magic mouth in 2 places.
- A stinking cloud in 2 places.
- A gust of wind in one corridor or room.
- A suggestion in one place.
Note that items 6 and 7 function only when the wizard is totally familiar with the area of the spell’s effect. Dispel magic can remove one effect, at random, per casting. A remove curse spell will not work. The material components of the spell are burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod.
Posted in 6th Level, Arcane Magic
Tags: Alteration, Enchantment/Charm, Evocation, Material, Somatic, Verbal