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WizardLv. 6

Guards and Wards

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.

Sources: Player's Handbook

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