School abjuration;; Level sorcerer/wizard 6
Casting Time 30 minutes
Components V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood), F (a small silver rod)
Range
anywhere within the area to be warded
Area up to 200 sq. ft./level (S)
Duration 2 hours/level (D)
Saving Throw see text;
;
Spell Resistance Yes
This powerful spell is primarily used to defend a stronghold or
fortress by creating a number of magical wards and effects. The
ward protects 200 square feet per caster level. The warded area
can be as much as 20 feet high, and shaped as you desire. You can
ward several stories of a stronghold by dividing the area among
them; you must be somewhere within the area to be warded to
cast the spell. The spell creates the following magical effects
within the warded area.
Fog: Fog fills all corridors, obscuring all sight, including
darkvision, beyond 5 feet. A creature within 5 feet has concealment
(attacks have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker cannot use sight to
locate the target). Saving Throw: none. Spell Resistance: no.
Arcane Locks: All doors in the warded area are arcane locked.
Saving Throw: none. Spell Resistance: no.
Webs: Webs fill all stairs from top to bottom. These strands
are identical with those created by the web spell, except that they
regrow in 10 minutes if they are burned or torn away while the
guards and wards spell lasts. Saving Throw: Reflex negates; see text
for web. Spell Resistance: no.
Confusion: Where there are choices in direction—such as a
corridor intersection or side passage—a minor confusion-type
effect functions so as to make it 50% probable that intruders believe
they are going in the opposite direction from the one they actually
chose. This is a mind-affecting effect. Saving Throw: none. Spell
Resistance: yes.
Lost Doors: One door per caster level is covered by a silent image
to appear as if it were a plain wall. Saving Throw: Will disbelief (if
interacted with). Spell Resistance: no.
In addition, you can place your choice of one of the following five
magical effects.
1. Dancing lights in four corridors. You can designate a simple
program that causes the lights to repeat as long as the guards and
wards spell lasts. Saving Throw: none. Spell Resistance: no.
2. A magic mouth in two places. Saving Throw: none. Spell
Resistance: no.
3. A stinking cloud in two places. The vapors appear in the places you
designate; they return within 10 minutes if dispersed by wind
while the guards and wards spell lasts. Saving Throw: Fortitude
negates; see text for stinking cloud. Spell Resistance: no.
4. A gust of wind in one corridor or room. Saving Throw: Fortitude
negates. Spell Resistance: yes.
5. A suggestion in one place. You select an area of up to 5 feet
square, and any creature who enters or passes through the area
receives the suggestion mentally. Saving Throw: Will negates.
Spell Resistance: yes.
The whole warded area radiates strong magic of the abjuration
school. A dispel magic cast on a specific effect, if successful, removes
only that effect. A successful mage’s disjunction destroys the entire
guards and wards effect