Guards and Wards (Conjuration/Summoning)
Level: Bard 6, Mage 6
Range: visual range of caster
Duration: 1 day
Casting Time: 5 rounds
Area of Effect: 70-foot wide, 70-foot high, 70-foot deep cloud
Saving Throw: none

Many questionable "adventurers" have thought themselves home free after snatching an archmage's dusty artifact and then heading for the exit of his dungeon. However, as the thief makes his way through the winding corridors, the very paths conspire against him. A dank fog seeps out of the cracks in the worn stone floors. The shadowed halls seem to distort themselves, slanting this way and that in a surreal spectacle. He perceives webs as of great spiders blocking some archways completely. There are looming doorways where before there were none...

This powerful spell is primarily used to defend the character's stronghold, but can be used to make tactical advantaged on a battlefield. The ward protects a total of 490 square feet. The spell creates the following magical effects within the warded area:

Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. Creatures have full concealment (50% miss chance; the attacker cannot use sight to locate the target).

Webs: Webs fill all the entire area from top to bottom. These strands are identical with those created by the web spell in every aspect.

Confusion: Any creatures entering the area except the caster is affected by the confusion spell.

Stinking Cloud: The vapors appear in the places the character designate; except they cannot be dispersed by the spell, zone of sweet air while the guards and wards spell lasts.

 
     
 
     
 
     
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