Guards and Wards
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.
Also, 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 item 6 and the additional magic affects (A-E) 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.
Material, Somatic, Verbal
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.