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:

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.

Type of Magic
Mage
Spell Level
6th
School
Alteration, Enchantment, Invocation Evocation
Sphere
Reversible?
No
Range
​0​
Components

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.

Duration
​1 hr./level
Casting Time
3 turns
Area of Effect
​Special
Saving Throw
None