Guards and Wards – The Ultimate Fortress Defense in D&D 5e

Guards and Wards – The Ultimate Fortress Defense in D&D 5e

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Guards and Wards
Description

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.

Source Player’s Handbook 🛒
Level 6
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
Concentration No
Ritual No
Classes Bard, Wizard
Full rules open5e.com ↗

Imagine your characters have finally acquired their own fortress – or need to defend against invading enemies. Guards and Wards is the perfect 6th-level spell from the school of abjuration to transform any structure into a true magical trap. This powerful protection is available to Bards and Wizards and transforms up to 2,500 square feet of floor space into a defended labyrinth.

How does Guards and Wards work?

The spell is a true Swiss Army knife of defense. With a casting time of 10 minutes, you create a complex system of magical traps and obstacles. Corridors fill with thick fog that causes heavy obscurement, while confused intruders have a 50% chance of running in the wrong direction.

Doors become magically sealed as if secured with Arcane Lock. Additionally, you can camouflage up to ten doors with illusions, making them appear like ordinary wall sections. Stairs become completely clogged with webs that regenerate after 10 minutes if destroyed.

The additional magical effects

What makes Guards and Wards special is the selection of additional effects. You can place Dancing Lights in four corridors that follow a simple program, install Magic Mouth at two locations, or position Stinking Cloud at strategic positions. A constant Gust of Wind in one room or a Suggestion that affects anyone entering a specific 5-foot area round out the possibilities.

Strategic applications

For Dungeon Masters, this spell offers endless possibilities. Enemy wizards can protect their towers with it, while player characters can secure their base against attacks. Particularly interesting: Anyone who casts the spell daily for a year in the same location makes the effects permanent!

While the material components are costly (a silver rod worth at least 10 gp), the 24-hour protection justifies the investment. The Player’s Handbook 🛒 offers more details on the creative application of this spell.

Tips for Dungeon Masters

Remember that you can exempt individuals from the effects or set a password. This makes the spell practical for inhabited structures. The various effects can be selectively removed with Dispel Magic – an important aspect for tactical combat in protected areas.

This article was created using AI, based on data from the 5e-database project (D&D 5e System Reference Document, licensed under CC BY 4.0).

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