Difference between revisions of "Wyvern Watch (spell)"

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[[File:Wyvern Watch (spell).jpg|right|525px|thumb]]
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'''Wyvern Watch''' is a spell that summons an insubstantial, [[Wyvern|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 Hex|combat hexes]]). The area is roughly large enough to contain seven individuals along with the standard equipment they carry.
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{{Spelltable
 
{{Spelltable
 
| name = Wyvern Watch
 
| name = Wyvern Watch
 
| range = 30 ft.
 
| range = 30 ft.
| duration = 8 hours; see below
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| duration = 1 attack per [[Experience Level|level]]
| area of effect = 5 ft. diameter sphere; see below
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| area of effect = 5 ft. radius sphere
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = none
 
| save = none
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
}}
 
}}
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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|armour class]] 10, ignoring any armour the target may wear. A creature struck must [[Saving Throws|save vs. spell]] or be [[paralysation|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.
  
Creates an insubstantial [[Wyvern|wyvern]]-like form which acts as a defense against any creature entering any [[Combat Hex|combat hex]] adjacent to a 5 ft. circle designated by the caster.
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The wyvern is subject to normal limits imposed by magic resistance, and its magic can be dispelled in the usual manner.
 
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}}
If provoked, the "wyvern" will strike — its chance to hit is as the caster, and it must hit only [[Armour Class|armour class]] 10 ([[Attacking in Combat|attacking]] as a 2 [[Hit Dice|hit dice]] creature). Any hit creature must save vs. spell or be [[paralysation|paralysed]] for one round per level of the caster. This action does not cause the wyvern to be dispelled.
 
 
 
The wyvern may only attack one opponent each round.
 
  
Thus, the wyvern may attack again and again for the duration of the spell. The caster may even stand in the same hex as the wyvern, using the wyvern’s attacks to fight off defenders.
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== Melee Support ==
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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.
  
Only others of the caster's religion, who are also designated by the cleric, may enter without being attacked by the wyvern.
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== Detection ==
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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|armour class]] 10, regardless of the defender's armour. A hit creature must [[Saving Throws|save vs. spell]] or be [[paralysation|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.
  
At night or in [[Subterranean (range)|underground conditions]], the wyvern is 90% undetectable, even in [[Illumination|torch or lantern light]]. [[Infravision]] will also not detect it; however, it will be perfectly evident with [[Ultravision (spell)|ultravision]]. A [[Thief (class)|thief]] will detect the wyvern as a [[Traps|trap]], and a [[Light (spell)|light spell]] will reveal it.
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Because of these detection limitations, the wyvern always attacks with initiative as soon as its area of effect is entered. Once it attacks, however, the dweomer can be clearly seen.
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[[Category:Lacks Image]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 20:44, 12 April 2026

Wyvern Watch (spell).jpg

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.

Because of these detection limitations, the wyvern always attacks with initiative as soon as its area of effect is entered. Once it attacks, however, the dweomer can be clearly seen.