Guards and Wards
(Evocation, Alteration, Enchantment/Charm)
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:
1. All corridors become misty; visibility is reduced to 10 feet.
2. All doors are wizard locked.
3. 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.
4. 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.
5. 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.
6. One door per level of experience of the wizard is covered by an illusion to
appear as if it were a plain wall.
7. The wizard can place one of the following additional magical effects:
A. Dancing lights in four corridors.
B. A magic mouth in two places.
C. A stinking cloud in two places.
D. A gust of wind in one corridor or room.
E. 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.
Table of Contents