Spells / Guards And Wards

Guards And Wards

abjuration
LevelArcanist 6, Sorcerer 6, Witch 6, Wizard 6Casting time30 minutesRangeanywhere within the area to be wardedAreaup to 200 sq. ft./level (S)Duration2 hours/level (D)Saving throwsee textComponentsV, 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)

Engine mechanics - what the game actually does

Dispel

dispel check: d20 + CL vs 11 + target CL

Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.

Description

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 ...