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Babies

We could move the glyph of anti-magic into her bedroom?

She also needs to have a fully understandable story as to how she got there... there will come a time when Archonus may need to answer questions, so we need an official fully worked out, completely detailed story so that - if anyone was captured and questioned - we could at least tell the same bluff over and over again...
 

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Xath

Moder-gator
I think we should find a way to rig this up to the manor for emergency situations. I'll also be going through the SBG to design a nice "Panic Room" for the baby.

Guards and Wards
Abjuration

Level: Sor/Wiz 6

Components: V, S, M, F

Casting Time: 30 minutes

Range: Anywhere within the area to be warded

Area: Up to 200 sq. ft./level (S)

Duration: 2 hours/level (D)

Saving Throw: See text

Spell Resistance: See text

This powerful spell is primarily used to defend your stronghold. 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.

Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: None. Spell Resistance: No.

Arcane Locks: All doors in the warded area are arcane locked. Saving Throw: None. Spell Resistance: No.

Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Spell Resistance: No.

Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.

Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.

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

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.

A magic mouth in two places. Saving Throw: None. Spell Resistance: No.

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.

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

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.

Material Component: Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.

Focus: A small silver rod.
 


Queen_Dopplepopolis said:
We could move the glyph of anti-magic into her bedroom?

She also needs to have a fully understandable story as to how she got there... there will come a time when Archonus may need to answer questions, so we need an official fully worked out, completely detailed story so that - if anyone was captured and questioned - we could at least tell the same bluff over and over again...
So - the story is pretty much up to you, Archon... what do you think is the best tale to spin?
 

The_Universe

First Post
a "no teleport zone" like the one in Hyrwl. Not too big so we couldn't teleport to her if we needed to, but big enough so that we could set up a large armed guard around the perimeter.

Hallow + a couple of other spells can do that, nicely. Check the SRD - it says specifically what you can tie to hallow. It would have to be re-cast as hallow expires (every year), and cast several times to cover the mansion itself, but it should work, and relatively cheaply.
 
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The_Universe

First Post
Guards and Wards looks good.

Is there a piece of wondrous architecture that would allow you to permanently make the effects of the spell available?


Ooh - contingency might work for that, except that it only lasts 17 days.
 

Archon

First Post
The_Universe said:
Hallow + a couple of other spells can do that, nicely. Check the SRD - it says specifically what you can tie to hallow. It would have to be re-cast as hallow expires (every year), and cast several times to cover the mansion itself, but it should work, and relatively cheaply.

i see it now, a new Sylvan holiday..."The Hallowing". Good stuff, anyway the story for the baby will be as stated...
"The Mother was someone he knew before the war. He spent one night with her and she got pregnant. The child was given to him after the mother died during delivery. "
 

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