Wyvern Watch (spell)

From The Authentic D&D Wiki
Revision as of 20:39, 12 April 2026 by Tao alexis (talk | contribs)
Jump to navigationJump to search

Wyvern Watch is a spell that summons an insubstantial, dragon-like form. This form will aggressively attack any target designated as "other" by the caster within a 15-foot-diameter area (equivalent to seven combat hexes). The area is roughly large enough to contain seven individuals along with the standard equipment they carry.

Wyvern Watch
Range 30 ft.
Duration 1 attack per level
Area of Effect 5 ft. radius sphere
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

Any intruder designated as potentially harmful who enters this area—though the caster may allow small animals such as mice or even deer to pass—will be attacked by the wyvern. The spell rolls to hit as if the caster were attacking armour class 10, ignoring any armour the target may wear. A creature struck must save vs. spell or be paralysed for one round per caster level. The wyvern remains active after an attack and may strike again on subsequent rounds, but it can make no more than one attack per round.

The wyvern is subject to normal limits imposed by magic resistance, and its magic can be dispelled in the usual manner. }}

Melee Support

The wyvern need not only be employed at night. It can be cast on an area that it will defend during a melee, positioned to cover narrow passages, doorways, or choke points, effectively acting as a living barricade. Its attacks deter enemies from advancing directly into the protected area, forcing them to take alternate routes or risk paralysis. The spell's area can be set to cover the rear or flanks of a formation, providing an additional layer of protection for the caster and party. Its presence is also useful when defending fixed positions, such as gates, bridges or confined corridors, where enemies cannot easily bypass the wyvern without entering its effect zone.

Detection

Should any interloper designated as potentially harmful trespass on this area (the caster may choose to permit mice and even deer to pass undisturbed), the dweomer will strike, rolling a chance to hit equal to that of the caster striking at armour class 10, regardless of the defender's armour. A hit creature must save vs. spell or be paralysed for one round per level of the caster. This action does not cause the wyvern to be dispelled and it can attack again the following round. No more than one attack can be made per round.

The wyvern is subject to the limitations imposed by magic resistance. It's magic can be dispelled normally.

Melee Support

The wyvern need not only be employed at night. It can be cast on an area that it will defend during a melee, providing a buttress for the caster against enemies, or perhaps holding a doorway.

Detection

At night or in underground conditions, the wyvern is 90% undetectable, even in torch or lantern light. Infravision will also not detect it; however, it will be perfectly evident with ultravision. A thief will detect the wyvern as a trap, and a light spell will reveal it.

For these reasons, the dweomer will always attack with initiative once its area of effect has been entered.