The new D&D 2024 sheet is now available!

Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Level 6 Abjuration (Bard, Wizard)

Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours

You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.

When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.

The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.

Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.

Other Spell Effect. Place one of the following magical effects within the warded area:

  • Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
  • Magic Mouth in two locations
  • Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)
  • Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
  • Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally

Guards and Wards

6 Abjuration
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V S M (a silver rod worth 10+ GP)
  • Duration: 24 hours
  • Classes: Bard, Wizard
  • You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effects within the warded area: Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×