Pathfinder Spells

Guards and Wards

Array of magic effects protect area.

Description

This powerful spell is primarily used to defend a stronghold or fortress by creating a number of magical wards and effects. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

In addition, you can place your choice of one of the following five magical effects.

  1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts.
    Saving Throw: none. Spell Resistance: no.

  2. A magic mouth in two places.
    Saving Throw: none. Spell Resistance: no.

  3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts.
    Saving Throw: Fortitude negates; see text for stinking cloud. Spell Resistance: no.

  4. A gust of wind in one corridor or room.
    Saving Throw: Fortitude negates. Spell Resistance: yes.

  5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally.
    Saving Throw: Will negates. 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 mage's disjunction destroys the entire guards and wards effect.