This powerful spell is primarily used to defend the
character's stronghold. The ward protects 200 square feet per
caster level. The warded area can be up to 20 feet high, and
shaped as the character desires. The character can ward several
stories of a stronghold by dividing the area among them; the
character 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 one-half
concealment (attacks suffer a 20% miss chance). Creatures farther
away have full concealment (50% miss chance; the attacker cannot
use sight to locate the target). Spell resistance: No.
Arcane Locks: All doors in the warded area are arcane
locked. 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. Spell resistance: Yes.
Confusion: Where there are choices in directionsuch as a
corridor intersection or side passagea minor confusion-type
spell functions so as to make it 50% probable that intruders
believe they are going in the exact opposite direction from the
one they actually chose. This is an enchantment (mind-affecting)
effect. Spell resistance: No.
Lost Doors: One door per caster level is covered by a glamer
to appear as if it were a plain wall. Spell resistance: No.
In addition, the character can place the character's choice of
one of the following five magical effects:
- Dancing lights in four corridors. The character can
designate a simple program that causes the lights to
repeat as long as the guards and wards spell lasts. Spell
- A magic mouth in two places. Spell resistance: No.
- A stinking cloud in two places. The vapors appear in the
places the character designate; they return within 10
minutes if dispersed by wind while the guards and wards
spell lasts. Spell resistance: Yes.
- A gust of wind in one corridor or room. Spell resistance:
- A suggestion in one place. The character selects an area
up to 5 feet square, and any creature who enters or
passes through the area receives the suggestion
mentally. Spell resistance: Yes.
The whole warded area radiates strong magic of the abjuration
school. A dispel magic cast on a specific effect, if successful,
removes only that effect. A successful Mordenkainens
disjunction destroys the entire guards and wards effect.