Watching Ward

From The Hidden Room

Red Age > Rules > Magic > Spells > Watching Ward



Alarm (Power 0+, 1 hour (Power 0) or 1 week (Power 1), 1 min, 30' range) Ward an aperture (door, window, etc) or 20' radius, choosing a mental or audible alert upon casting. The spell tirelessly watches the area with senses comparable to a normal human (thus excellent stealth, disguises, or a sufficiently subtle cue might be missed or might fool the spell), and triggers upon some specified condition it is watching for. Common conditions include: when a Tiny or larger creature enters, if a specified person leaves, if someone draws a weapon, if someone enters without speaking a password or who was not designated at time of casting, if blood is shed, etc. At casting, specify whether you are to receive a silent, mental ping (capable of waking you) if you are within 10 miles, or a sound as loud as a ringing bell is to be produced at the location. If a location is prepared with sigils and the spell cast at Power 1 in the same place weekly for a month, the effect lasts indefinitely.

  • Snare

(Power 1, 8 hours, 1 minute, touch) You enchant a ~25' length of rope, chain, vine, etc. It gains +10 to be overlooked, blending into the ground, undergrowth, etc. It is either limp to begin with, coiling and/or contracting when triggered, or it is taut and goes slack (untying knots slipping if desired), potentially releasing something it was holding. A coil can encompass a 5' circle. When a Small or larger creature steps in/on or brushes against the rope, it is triggered. If it coils around them, they must Dex save or be grappled by it. Each turn the coil attempts to advance the grapple (treat as a Medium creature, using your Spirit or Wits effect against their Dex or Vigor save), and the captive can try to escape it. Once triggered and escaped, the spell ends.

Glyph of Warding (Power 3+, 10 minute ritual, touch, until triggered, uses 1 supply from a ritual kit) Trace a glyph on an object or surface (a region up to 10' in diameter). A warded object must remain in place; if it moves more than 10' from where it was warded, the spell ends. The glyph glitters faintly and will be overlooked without magical senses or careful inspection. Decide what triggers the spell, such as touching / walking on / handling the surface or object, approaching within a certain distance, opening a container or door, seeing the glyph, etc. The condition may include obvious traits, such as creature type, etc. You may set keys or passwords that will prevent triggering. Choose 1: Blast: explodes in a 20' radius, dealing (Power+1)d6 damage (fire, frost, acid, necrotic, thunder, etc; chosen upon casting), Dex save for half. Spell: binds another spell effect into the glyph (must affect a single target or area, which will be cast from the glyph's position). You must be able to cast the spell, or cast this in tandem with another caster who can. The stored spell will be cast with the glyph's Power, and you must predetermine any choices involved in the spell.

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