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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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