Guards and Wards (Alteration, Enchantment/Charm, Evocation) (Geometry) Level: 6 Range: 0 Components: V, S, M Casting Time: 3 turns Duration: 1 hr./level Area of Effect: Special Saving Throw: None This special and powerful spell is primarily used to defend the wizard's stronghold. The ward protects a one-story stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward a multistory area by reducing the base area proportionately. The following take place in the warded area upon casting the spell: 1 All corridors become misty; visibility is reduced to 10 feet. 2 All doors are [[Wizard Lock]]. 3 Stairs are filled with webs from top to bottom, These act as the 2nd-level [[Web]] spell, except that they regrow within one turn if destroyed. 4 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 believe they are going in the exact opposite direction. 5 The whole area radiates magic. The normal use of the [[Spells/Healer/1st Level/Detect Magic|Detect Magic]] spell becomes impossible for those of less than the caster’s level and difficult for others. 6 One door per level of experience of the wizard is covered by an illusion to appear as if it were a plain wall. 7 The wizard can place one of the following additional magical effects: A. [[Dancing Lights]] in four corridors. B. A [[Magic Mouth]] in two places. C. A [[Stinking Cloud]] in two places. D. A [[Gust of Wind]] in one corridor or room. E. A [[Suggestion]] in one place. Note that items 6 and 7 function only when the wizard is totally familiar with the area of the spell’s effect. [[Spells/Magic User/3rd Level MU/Dispel Magic|Dispel Magic]] can remove one effect, at random, per casting. A [[Remove Curse]] spell will not work. The material] components of the spell are burning incense, a small measure of sulphur and oil, a knotted string, a smal) amount of umber hulk blood, and a small silver rod.