Advanced Dungeons & Dragons 2nd Edition Wiki
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See also Watchware, 30' Radius.

Wizard's Spell Compendium[]

The wizard can place a watchware on any single nonliving, inanimate object usually a book, staff, door, or item of treasure. If that item is disturbed or moved at any later time, the caster is alerted. This alert occurs even if the caster is asleep or unconscious, but not if the caster is turned to stone or otherwise unable to think.

The original caster receives a mental image when the watchware is activated. This mental image is of the item and all items and creatures within 10 feet of it at the time of activation. The mental image generated by the watchware lasts only a single round and does not include any sound. The image interrupts concentration and disrupts spellcasting in progress, but does not disturb the caster in any other way.

The watchware is activated when the item is disturbed for any reason, whether someone touches it, pokes it with a pole, a cat walks on it, or an earthquake knocks it over. The item protected by the watchware spell radiates a faint aura of magic. If a dispel magic is cast upon the watchware, it activates. The watchware functions only once, then the spell is spent. A wizard can have as many active watchwares as he has levels, but in practice most mages keep only one or two to avoid the hassles of accidental activation.

The material components of this spell are a spiderweb, a small brass or silver bell, and a shard of glass.

Notes: Very rare spell from the Forgotten Realms setting. Known to be in The Spell Book of Daimos.

Encyclopedia Magica[]

Definition: When watchware is cast upon an item, the caster is ever thereafter warned the moment that the item is moved from the place or position in which it was set after the spellcasting, or whenever the item is touched by any living creature. A watchware spell may be cast on any nonliving item of any size, but is usually cast upon a spellbook, lock, door, wand, staff, or item of treasure.

On the first occasion after completion of casting a watchware that the item is disturbed, the caster—even if asleep, charmed, or unconscious, and even if years have passed or the caster is a great distance or even several planes distant—will receive mental images of the item and its surroundings. If living creatures are within 10 feet of the item or have touched it, the caster will receive clear images of them and of their doings for one round per level of the caster when he or she cast the watchware after they disturb the item. This is not an ESP or a wizard eye spell; the caster hears nothing, knows nothing of what such creatures may say or think, and cannot see their surroundings or gain any hint of direction of travel after they leave the immediate vicinity of the disturbed item. The caster may touch or move an item upon which he or she has cast a watchware without setting off the spell. Note that earth tremors and the like will set off the spell, even if no deliberate intent to take or move the item is involved. Items upon which a watchware was cast radiate a faint dweomer; if dispel magic is cast on an item under watchware, the watchware will immediately be activated, not dispelled. Note that a watchware works once only and is not a permanent protection. Death of the spellcaster ends the magic, even if the watchware was not activated or the spellcaster is subsequently raised from the dead. The material components of this spell are a strand of spiderweb, a tiny brass or silver bell, and an eyeglass or speculum of glass or crystal.

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