{"name":"Guards and Wards","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":"Other","other_range":"anywhere within the area to be warded","targets":"","area":"up to 200 sq. ft.\/level (S)","duration":"2 hours\/level (D)","saving_throw":"see text;","spell_resistance":"Yes","effect":"","description":"This powerful spell is primarily used to defend a stronghold or\r\nfortress by creating a number of magical wards and effects. The\r\nward protects 200 square feet per caster level. The warded area\r\ncan be as much as 20 feet high, and shaped as you desire. You can\r\nward several stories of a stronghold by dividing the area among\r\nthem; you must be somewhere within the area to be warded to\r\ncast the spell. The spell creates the following magical effects\r\nwithin the warded area.\r\nFog: Fog fills all corridors, obscuring all sight, including\r\ndarkvision, beyond 5 feet. A creature within 5 feet has concealment\r\n(attacks have a 20% miss chance). Creatures farther away have total\r\nconcealment (50% miss chance, and the attacker cannot use sight to\r\nlocate the target). Saving Throw: none. Spell Resistance: no.\r\nArcane Locks: All doors in the warded area are arcane locked.\r\nSaving Throw: none. Spell Resistance: no.\r\nWebs: Webs fill all stairs from top to bottom. These strands\r\nare identical with those created by the web spell, except that they\r\nregrow in 10 minutes if they are burned or torn away while the\r\nguards and wards spell lasts. Saving Throw: Reflex negates; see text\r\nfor web. Spell Resistance: no.\r\nConfusion: Where there are choices in direction\u2014such as a\r\ncorridor intersection or side passage\u2014a minor confusion-type\r\neffect functions so as to make it 50% probable that intruders believe\r\nthey are going in the opposite direction from the one they actually\r\nchose. This is a mind-affecting effect. Saving Throw: none. Spell\r\nResistance: yes.\r\nLost Doors: One door per caster level is covered by a silent image\r\nto appear as if it were a plain wall. Saving Throw: Will disbelief (if\r\ninteracted with). Spell Resistance: no.\r\nIn addition, you can place your choice of one of the following five\r\nmagical effects.\r\n1. Dancing lights in four corridors. You can designate a simple\r\nprogram that causes the lights to repeat as long as the guards and\r\nwards spell lasts. Saving Throw: none. Spell Resistance: no.\r\n2. A magic mouth in two places. Saving Throw: none. Spell\r\nResistance: no.\r\n3. A stinking cloud in two places. The vapors appear in the places you\r\ndesignate; they return within 10 minutes if dispersed by wind\r\nwhile the guards and wards spell lasts. Saving Throw: Fortitude\r\nnegates; see text for stinking cloud. Spell Resistance: no.\r\n4. A gust of wind in one corridor or room. Saving Throw: Fortitude\r\nnegates. Spell Resistance: yes.\r\n5. A suggestion in one place. You select an area of up to 5 feet\r\nsquare, and any creature who enters or passes through the area\r\nreceives the suggestion mentally. Saving Throw: Will negates.\r\nSpell Resistance: yes.\r\nThe whole warded area radiates strong magic of the abjuration\r\nschool. A dispel magic cast on a specific effect, if successful, removes\r\nonly that effect. A successful mage\u2019s disjunction destroys the entire\r\nguards and wards effect","tags":"#spell, abjuration, sorcerer 6, wizard 6","templateId":"34","blockId":"9691","isShared":"on"}