One:Guards and Wards: Difference between revisions

From Rlyehwiki
Jump to navigation Jump to search
m (Rlyehable moved page One:One:Guards and Wards to One:Guards and Wards without leaving a redirect)
mNo edit summary
 
Line 1: Line 1:
<div class="grid-container-std">
<div class="grid-container-std">
<div class="bctop">{{backto|{{5ed|Spell List}}}}</div>
<div class="bctop">{{backto|{{One|Spell List}}}}</div>
<div class="notice"></div>
<div class="notice"></div>
<div class="badge">{{Onevaried|noncanon=true|ua=true}}</div>
<div class="badge">{{Onevaried|noncanon=true|ua=true|pt=true|sources=SRD5, UA23BaC}}</div>
<div class="gi-main">
<div class="gi-main">
{{One Spell
{{One Spell
|name=Guards and Wards <!-- name of spell-->
|name=Guards and Wards <!-- name of spell-->
|refs={{SRD5ref}} <ref name="ua22ec">Spell Group &mdash; {{Cite Pub|UA 2022 Expert Classes}}</ref>
|refs={{SRD5ref}} <ref name="ua23bac">class tags &mdash; {{Cite Pub|UA 2023 Bastions and Cantrips}}</ref>
|level=6 <!-- 0-9 -->
|level=6 <!-- 0-9 -->
|list=Arcane
|list=Bard, Wizard
|school=Abjuration <!-- spell school name only; ex: Transmutation -->
|school=Abjuration <!-- spell school name only; ex: Transmutation -->
|ritual= <!-- if ritual, type "ritual"-->
|ritual= <!-- if ritual, type "ritual"-->
Line 29: Line 29:
'''Corridors.''' Fog fills all the warded corridors, making them {{Onelc|Heavily Obscured}}. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a {{Onelc|Creature}} other than you will believe it is going in the opposite direction from the one it chooses.  
'''Corridors.''' Fog fills all the warded corridors, making them {{Onelc|Heavily Obscured}}. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a {{Onelc|Creature}} other than you will believe 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 an {{5espell|Arcane Lock}} spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the {{5espell|Minor Illusion}} spell) to make them appear as plain sections of wall.  
'''Doors.''' All doors in the warded area are magically locked, as if sealed by an {{onespell|Arcane Lock}} spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the {{onespell|Minor Illusion}} spell) to make them appear as plain sections of wall.  


'''Stairs.''' Webs fill all stairs in the warded area from top to bottom, as the {{5espell|Web}} spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.  
'''Stairs.''' Webs fill all stairs in the warded area from top to bottom, as the {{onespell|Web}} spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.  


'''Other Spell Effect.''' You can place your choice of one of the following magical effects within the warded area of the stronghold.  
'''Other Spell Effect.''' You can place your choice of one of the following magical effects within the warded area of the stronghold.  
* Place {{5espell|Dancing Lights}} in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.  
* Place {{onespell|Dancing Lights}} in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.  
* Place {{5espell|Magic Mouth}} in two locations.  
* Place {{onespell|Magic Mouth}} in two locations.  
* Place {{5espell|Stinking Cloud}} in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.  
* Place {{onespell|Stinking Cloud}} in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.  
* Place a constant {{5espell|Gust of Wind}} in one corridor or room.  
* Place a constant {{onespell|Gust of Wind}} in one corridor or room.  
* Place a {{5espell|Suggestion}} in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.  
* Place a {{onespell|Suggestion}} in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.  


The whole warded area radiates magic. A {{5espell|Dispel Magic}} cast on a specific effect, if successful, removes only that effect.  
The whole warded area radiates magic. A {{onespell|Dispel Magic}} cast on a specific effect, if successful, removes only that effect.  


You can create a permanently guarded and warded structure by casting this spell there every day for one year. <!-- main spell desc -->
You can create a permanently guarded and warded structure by casting this spell there every day for one year. <!-- main spell desc -->
Line 51: Line 51:
<references />
<references />
{{OneDnD Playtest}}
{{OneDnD Playtest}}
{{One Footer|Spell|Varied}}
{{One Footer|Spell, UA|Varied}}
</div><!--source-->
</div><!--source-->
</div><!--grid-container-std-->
</div><!--grid-container-std-->

Latest revision as of 12:39, 19 November 2023

Guards and Wards[SRD5 OGL/CC-BY] [1] [2] (Spell)
Level: 6th-level spell
Class Tags: Bard, Wizard
School: Abjuration
Casting Time: 10 minutes
Range:  Touch
Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
Duration: 24 hours
Scales: Fasle

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-­foot squares or twenty-­five 10-­foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and wards creates the following effects within the warded area.

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 will believe 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 an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.

  • Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • Place Magic Mouth in two locations.
  • Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • Place a constant Gust of Wind in one corridor or room.
  • Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.


Sources and Notes

  1. Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY.
  2. class tags — WotC RPG Team. UA 2023 Bastions and Cantrips (Dungeons and Dragons One D&D) (2023-10-05). Wizards of the Coast.
One D&D is Playtest Material Only

These game mechanics are in draft form, usable in your D&D campaign but not refined by full game development and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events, nor are they available for use on D&D Beyond.

D&D Beyond One D&D Playtest material.

Unearthed Arcana

The material in Unearthed Arcana is not Official Material. It is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game development and editing. They are not officially part of the game. For these reasons, material in this column is not legal in D&D Adventurers League events.

—Notice on most Unearthed Arcana PDFs

Back to Main PageDnDOne D&DSpell
Back to Main PageDnDOne D&DUA

  Varied Licenses
Caution
Varied
Licenses

This is article is covered by varying licenses, rather than the Creative Commons Attribution Sharealike License. Please see the Sources section for individual sources and licenses.