Guards And Wards
 (Evocation, Alteration, Enchantment/Charm)


 
 
L^: mu6
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R#: 0
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D^: 6t*
C^: v.s.m
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CT: 3t
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S^: None
A^: 1" radius/level,
extending from 2" diameter sphere
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UW : No *

Effect: This special and powerful spell is primarily used to defend the magic-user's stronghold.
The following take place in the area of effect upon casting of the spell:

1. Fog: All corridors become misty, and visibility is reduced to 10'.

2. Wizard Locks: All doors are wizard locked.

3*. Lost Doors: One door per level of experience of the magic-user is covered by an illusion as if it were a plain wall.

4. Webs: Stairs are filled with webs from top to bottom.

5. Confusion: Where there are choices in direction
-- such as a cross or side passage --
a minor confusion-type spell functions
so as to make it 50% probable that intruders will believe they are going in the exact opposite direction.

6. The whole AREA radiates magic. <intensity=x?>

7*. The magic-user can place one of the following additional magics:
    A. Dancing lights in four corridors, or
    8. Magic mouths in two places, or
    C. Stinking Clouds in two places, or
    D. Gust of wind in one corridor or room, or
    E. Suggestion in one place.

    * Note that items 3 and 7 function only when the magic-user is totally familiar with the area of the spell's effect.

Spell.dispel magic: Dispel magic can remove one effect, at random, per casting of a dispel.
Spell.remove curse: A remove curse will not work.

MC: The material components of the spell are burning incense,
a small measure of sulphur and oil,
a knotted string,
a small amount of umber hulk blood,
and a small silver rod.

* can be cast and will function within the bounds of an airy water spell.