PropertyValue
rdf:type
rdfs:label
  • Guards and Wards
  • Guards and wards
rdfs:comment
  • [[Category:]] Guards and wards was an arcane abjuration spell that could be used to protect an area or structure with a variety of magical effects and wards.
  • Level: Components: V, S, M, F Casting Time: 30 minutes 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: See text
  • You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. Guards and wards creates the following effects within the warded area. Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold:
  • You layer enchanted defenses over an area you own or inhabit no larger than 30 squares by 30 squares and 100 feet (20 squares) in height. The area fills with dense fog that makes the area heavily obscured. You and any creature you invite into the area can see through the fog as if the fog was not there. You can grant a creature a temporary invitation of any set length or revoke an invitation if you are in the presence of the invited creature or in the area of the ritual's effect.
  • 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) Duration: 24 hours When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area.
inventor
  • unknown
Level
  • 18
dcterms:subject
dbkwik:dnd4/property/wikiPageUsesTemplate
dbkwik:forgotten-realms/property/wikiPageUsesTemplate
dbkwik:forgottenrealms/property/wikiPageUsesTemplate
dbkwik:freed20/property/wikiPageUsesTemplate
Category
  • warding
Name
  • Guards and Wards
school2e
school3e
school1e
school5e
Components
  • 5000
Price
  • 17000
flavor
  • You fill your castle with dense areas of fog, arcane locks, and false portals to hinder and confuse intruders.
Duration
  • 86400.0
Skill
Time
  • 3600.0
abstract
  • [[Category:]] Guards and wards was an arcane abjuration spell that could be used to protect an area or structure with a variety of magical effects and wards.
  • Level: Components: V, S, M, F Casting Time: 30 minutes 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: See text
  • You layer enchanted defenses over an area you own or inhabit no larger than 30 squares by 30 squares and 100 feet (20 squares) in height. The area fills with dense fog that makes the area heavily obscured. You and any creature you invite into the area can see through the fog as if the fog was not there. You can grant a creature a temporary invitation of any set length or revoke an invitation if you are in the presence of the invited creature or in the area of the ritual's effect. All doors, windows, and other sealable nonmagical portals are locked using Arcane Lock (Player's Handbook, page 301). You create a number of hallucinatory items as per the ritual of the same name (Player's Handbook, page 306) equal to one-fifth of your Arcana check result. The hallucinatory items created most often are false doors and false walls. Consult the Arcane Lock and Hallucinatory Item rituals for their effects, and use your Arcana check result to determine their properties. The warding effect lasts for 24 hours, but you can extend this duration by spending a healing surge every 24 hours to sustain it. You do not need to be in the same area or even on the same plane to sustain the effect. If the ritual's effect is sustained without interruption for a year and a day, the effect becomes permanent.
  • You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold: * Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. * Place magic mouth in two locations. * Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. * Place a constant gust of wind in one corridor or room. * Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
  • 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills al the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area rom top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wars lasts. Other Spell Effect. You can place your choice of one of he following magical effects within the warded area of the stronghold. * Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. * Place magic mouth in two locations. * Place stinking cloud in two locations. The vapors appear in the places you designate; They return within 1- minutes if dispersed by wind while guards and wards lasts. * Place a constant gust of wind in one corridor or room. * Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area recieves the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.