Guards And Wards
- Level: 6
- School: Abjuration
- Class: 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
Tactical Usage
Guards and Wards creates comprehensive area control through multiple integrated defensive systems. The 2,500 square feet coverage allows protection of entire buildings, fortress levels, or extensive underground complexes. Use this spell to establish secure bases of operations or protect vital locations during extended campaigns.
The 24-hour duration with permanent potential makes Guards and Wards exceptional for long-term tactical planning. Establish defensive positions that persist through multiple encounters, sleep cycles, or siege situations. The multiple effects work synergistically to create layered security.
Resource management benefits from the spell's non-concentration requirement and extensive duration. Cast Guards and Wards during secure periods to establish defensive zones for future encounters. The 1-hour casting time requires safe preparation areas but provides comprehensive protection.
Spell Combinations
Guards and Wards synergizes excellently with additional defensive spells to create nearly impenetrable fortifications. Layer with Alarm spells to provide intrusion detection beyond the warded area. Glyph of Warding can create additional triggered defenses within the protected zone.
Combine with Magnificent Mansion for ultimate secure retreat options. Private Sanctum provides additional privacy and divination protection. Wall of Stone or Wall of Force can create physical barriers that complement the magical protections.
For offensive integration, Symbol spells can create additional triggered effects. Contingency spells can activate emergency responses when the wards are breached. Teleportation Circle within the protected area provides secure escape routes.
Material Component Details
The silver rod worth 10+ GP represents a modest but meaningful component cost for such powerful protective magic. High-quality silver rods work best - often inscribed with protective symbols or blessed by appropriate deities. Many wizards maintain dedicated silver rods specifically for Guards and Wards casting.
Different silver sources might affect ward effectiveness. Pure silver provides consistent results, while alchemically prepared silver might enhance certain aspects. Some traditions prefer silver rods crafted from specific sources - meteoric silver, blessed silver, or silver mined from sacred locations.
The rod isn't consumed by the spell, making Guards and Wards economical for repeated use once the initial investment is made. However, the rod must be present during the entire 1-hour casting time, requiring protection of both caster and component during vulnerable preparation periods.
Creator Notes
Guards and Wards fundamentally changes defensive encounter design by creating persistent, multi-layered protection systems. The spell allows players to establish secure zones that alter campaign dynamics, providing safe bases while creating new tactical considerations.
When designing encounters around warded areas, remember that each effect can be dispelled individually. This creates opportunities for gradual infiltration rather than binary success/failure scenarios. Enemy spellcasters might systematically disable ward effects over time.
The permanent version available through yearly casting creates campaign-level installations. Ancient wizard towers, secure vaults, or protected sanctuaries all benefit from permanent Guards and Wards, becoming significant campaign locations with established defensive capabilities.
Environmental Interactions
Guards and Wards adapts to various architectural environments while maintaining consistent protective functions. In natural cave systems, the fog effects might blend with existing humidity. Underground environments enhance the disorientation effects through limited visibility.
The spell's effects interact meaningfully with existing structures. Narrow corridors become nearly impassable with fog and webs, while open areas might require creative shaping to maximize defensive benefits. Multi-level buildings benefit from comprehensive stairs protection.
Certain environmental conditions might enhance or limit ward effectiveness. High-wind areas could disperse fog effects more quickly, while enclosed spaces might concentrate Stinking Cloud effects. Consider how existing architecture interacts with magical protections.
Common Rulings & Clarifications
Area Shaping: The 2,500 square feet can be arranged flexibly - one large square, multiple connected smaller squares, or irregular shapes following building layouts. All areas must be contiguous.
Individual Immunity: Specified individuals and password holders are completely immune to all ward effects. This immunity cannot be transferred or shared except through the password mechanism.
Effect Dispelling: Each of the four main effect categories can be dispelled separately. Dispelling all four effects ends the entire spell, but partial dispelling leaves remaining protections active.
Permanent Installation: Casting daily for 365 days creates permanent effects that last until dispelled. This version doesn't require ongoing spell slot expenditure but maintains vulnerability to targeted dispelling.
Alternative Applications
Guards and Wards excels in creating secure research facilities, libraries, or workshops where extended projects require protection. The persistent nature allows scholars, artificers, or researchers to work without constant security concerns.
For social applications, the spell can protect important meetings, negotiations, or ceremonies from magical interference. The password system allows controlled access while maintaining security against uninvited intrusions.
Commercial applications include protecting valuable inventory, securing banks or treasuries, or creating exclusive member areas in guilds or organizations. The visual and practical barriers demonstrate security while providing real protection.
Related Spells
Area Protection: Private Sanctum provides complementary privacy protection. Forbiddance creates permanent area restrictions. Hallow offers divine protection with different benefits.
Individual Effects: Arcane Lock provides door security. Web creates area denial. Stinking Cloud offers crowd control. Each component effect has individual spell equivalents.
Detection Integration: Alarm provides intrusion alerts. Scrying sensors can monitor warded areas. Clairvoyance allows remote observation of protected zones.
Scaling Analysis
As a 6th-level spell, Guards and Wards provides tremendous value through its comprehensive protection systems and extended duration. The spell's utility scales excellently with campaign level - higher-level parties benefit more from secure bases and protected research time.
The permanent option through yearly casting provides ultimate value for established bases or important locations. This investment becomes worthwhile for parties with permanent holdings, research facilities, or strategic locations requiring long-term protection.
Cost-effectiveness improves dramatically with usage frequency and protection duration. Single-use castings provide good value for 24-hour protection, while permanent installations justify significant resource investment through ongoing utility.
Narrative Flavor
Guards and Wards manifestation should emphasize the comprehensive magical transformation of the protected area. Describe the gradual buildup of effects as the hour-long casting progresses - fog gathering in corridors, webs appearing on stairs, doors shimmering with magical locks.
The completed ward should feel like entering an enchanted stronghold. Corridors filled with disorienting fog, doors that resist opening, stairs draped with persistent webs - the entire area should seem magical and protected. The effects should work together to create an imposing defensive installation.
Different casting traditions might produce varying ward appearances. Wizard installations could show precise geometric patterns and scholarly organization, while bardic wards might include musical or artistic elements. The wards should reflect the caster's magical philosophy and personal style.