Guards and Wards (Wizard Spell)

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:
# All corridors become misty; visibility is reduced to 10 feet.
# All doors are wizard locked.
# 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.
# 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.
# 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.
# One door per level of experience of the wizard is covered by an illusion to appear as if it were a plain wall.
# 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 items 6 and 7 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.
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.
Category:Wizard Spells
Category:Spells from Players Handbook
Category:Spells
Category:Spells from Wizard's Spell Compendium