Area Ward (3.5e Spell)

From Dungeons and Dragons Wiki
Revision as of 15:31, 6 December 2020 by Radthemad4 (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Homebrew.png
Author: NigelWalmsley
Date Created: 2020-11-28
Status: Complete
Editing: Spelling and grammar only
ArticleUndiscussed.png
Rate this article
Discuss this article


Area Ward
Abjuration
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target or Area: Location or object touched, 40-ft. or smaller radius
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text

You construct a mystical diagram that imposes a permanent spell effect on either an area or any creature which enters it. Possible effects include alarm, anticipate teleportation (SpC), avoid planar effects (SpC), clairaudience/clairvoyance, detect magic, detect scrying, death ward, dimensional anchor, dispel magic, endure elements, freedom of movement, gentle repose, greater resistance (SpC), gust of wind, hallucinatory terrain, magic circle (against an alignment of your choice), nondetection, obscuring mist, protection from energy, resist energy, scrying, and silence. You must know the spell which you charge an area ward with. You can set conditions, such as particular alignments, that determine how creatures are effected by the spell. For example, you could create an area ward with an alarm that triggers only when Lawful creatures enter.

When casting the spell, you may have it effect an area with a radius of up to 40ft. Once the spell is cast, its area cannot be modified. If the spell targets a location, it is centered on that location. If it targets an object, it moves with the object. Only one area ward may be in effect in a given area. If multiple wards overlap, the one with the lower caster level is supressed. If their caster level is equal, the one that became active later is supressed. If area ward targets an object, its effect is centered on that object and moves with it.


Material Component: The ward requires arcane reagents worth 1,000 GP plus an additional 1,000 GP for every level of the spell to be included in its area.


Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

ComponentV +, S + and M +
Identifier3.5e Spell +
LevelSorcerer/Wizard 6 +
RangeTouch +
RatingUndiscussed +
SchoolAbjuration +
SummaryYou construct a mystical diagram that imposes a permanent spell effect on either an area or any creature which enters it. +
TitleArea Ward +