I’ve always liked the idea that wizards need planning to really maximize their effectiveness. I don’t just mean having a great combat spell combo or making sure you have prepped counterspell. I mean real years-long planning and honing their enchantments (in the classical sense of the word, i.e. things that are enchanted, not charm spells). Much like warriors must master the sword through practice and may spend many hours sharpening and maintaining their gear, I like the idea of Wizards spending their off-hours developing new spells or enchanting their sanctum. That their spell slots have a wider use than just throwing fireballs. This idea of magic was heavily influenced by Glen Cook’s Black Company book series in which a character spent decades enchanting a weapon to kill the creature that killed his best friend. 5E sort of supports this idea with some spells like Hallow, or Teleport Circle, Forbiddance, and Guards and Wards being able to be made permanent, but that’s not a lot.
I also like the idea of war between Wizards (or sorcerers) being a terrible and bizarre thing filled with constructs, deals with other planar creatures, and scrying on your enemies so you can teleport in beads from a necklace of missiles on your enemy from halfway around the world. The sorts of wars you need to be prepared to win. If you’re not ready and you piss off a high-level wizard you’re up to your eyes in summoned minions before you know it.
In my Catamaran 5E campaign, the BBEG was a divination-focused lich named Tuhinga who wanted to drain and collect the spellcasting abilities of all the Wizards in my setting. In this setting, there are only 25 wizards in the world at a time and Tuhinga had drained 13 already). Tuhinga wanted the PC Wizard’s power and after a failed minion ambush tried to capture the PC wizard, Tuhinga started actively tracking the group through scrying. The group found out the difficulties of fighting a high-level caster soon after when he teleported a strike team of wizard minions, undead, and golems into the village the players were staying in at the time. Thanks to some good tactics the PCs won the battle but the village lost like 50% of its populace in the fight thanks to the strike team starting their attack with a circle of death spell.
Tuhinga communicated to the players via sending that he could hit them wherever he wanted whenever he wanted so they better just hand over the PC Wizard. The group said no and went to an island where there was a cabal of wizards they were friends with and who had an obvious interest in not having their powers drained. From this cabal, the PC Wizard learned to make an anti-teleport circle that would block teleport spells beginning or ending close to the circle. The campaign became a magic arms race between the PCs and Tuhinga trying to develop magical attack strategies and counter-strategies faster than the other side. It culminated with the PCs going back in time to change history just enough to give them an edge when facing Tuhinga but not enough to cause major paradoxes. The strategy/counter strategy was fun for all involved as I allowed a lot of leeway in how the PCS developed their measure and countermeasures. My County of Bataas game has recently introduced some of that same gameplay as they have recruited a dwarven runemaster NPC to help improve the magical defenses of their fortress home after learning of an enemy who can access their dreams.
These are some of the items my players have created to defend themselves from hostile Wizards or other more magically inclined enemies.
Warding Circles
Warding circles are magical items that are enchanted to protect or alter the behavior of magic in the surrounding area. Magicians use them to protect their territory or magnify their own magical powers. They require rare metals to construct but not a particularly high level of magical ability, so even a moderately powerful magician can construct them.
Warding circles do not always work well together. You can only have one of each category of Warding Circle and no more than two overlapping warding circles without them interfering and canceling each other out.
All warding circles are ten-foot diameter circles of precious metals and other material that must be laid in the floor or ground as part of its creation. Once a circle is so placed it cannot be moved without destroying it, though if placed in a ship or other movable surface it can be moved along with that surface
The magician who constructed the Warding Circle knows when its effects have been activated, but not any location information about that activation. Thus, with a dimensional barrier the magician would know if someone tried to teleport into or out of the protected area, but not where they are. The magician can invest other people to the circle with a long rest and 100 gp in ritual components, allowing them to sense when it activates as well.
Warding Circles can be destroyed with physical damage but doing so is difficult and loud. They have a Damage Threshold of 20 and 100 hit points. They can be turned off by an anti-magic field.
Dimensional Anchor, Minor
Wondrous Item, rare
This warding circle disrupts the nature of space and time in its vicinity, making it difficult to teleport into or out of the area without a teleport circle to lock onto. Any casting of a teleport spell to enter or exit an area within one mile of the minor dimensional barrier uses the following teleport success table rather than the normal one.
Familiarity | Mishap | Similar
Area |
Off
Target |
On
Target |
Permanent circle | — | — | — | 01-100 |
Associated object | 01-30 | 31-50 | 51-70 | 71-100 |
Very familiar | 01-35 | 36-43 | 44-54 | 55-100 |
Seen casually | 01-63 | 64-73 | 74-83 | 84-100 |
Viewed once | 01-73 | 74-83 | 84-100 | — |
Description | 01-73 | 74-83 | 84-100 | — |
False destination | 01-80 | 81-100 | — | — |
Any other spell or ability that allows for teleport movement cast or used within one mile of the minor dimensional barrier has its range reduced by half.
The minor dimensional anchor is made of iron and silver. Constructing a minor dimensional anchor requires a spellcaster who can cast teleportation circle and fifty pounds of silver and iron both, plus 1,000 gp in ritual components. The process to make a minor dimensional anchor takes ten days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Dimensional Barrier, Major
Wondrous Item, very rare
This warding circle rends the fabric of space and time in its vicinity, making it nigh impossible to teleport into or out of the area without a teleport circle to lo ck onto. The major dimensional barrier is a ten-foot circle of cast silver, iron, and orachalcum. Any spell or ability that allows teleport movement that tries to begin or end within five miles of the major dimensional barrier fails. The ability or spell and the action used to activate it are still consumed along with any spell components but the user does not go anywhere. The spells teleportation circle or teleport can still be used to teleport to a circle in the shielded area if the caster knows the circle’s sigil sequence.
Most major fortresses and castles in a world of high magic would have a major dimensional barrier, as otherwise their defenses would be easily breached by a magician of even middling power. Any royalty that fears assassination would do well to have such a warding circle and keep their teleport circle sigil set a closely guarded secret.
Constructing a major dimensional barrier requires a spellcaster who can cast teleport and fifty pounds of silver and iron both, plus ten pounds of orachalcum and 5,000 gp in ritual components. The process to make a major dimensional barrier takes thirty days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Conjuring Rampart, Minor
Wondrous Item, rare
This warding circle strengthens the barriers between planes such that creatures summoned from other planes near it are harmed in the transfer and left groggy from the unexpectedly rough arrival. A minor conjuring rampart is a ten-foot circle of copper and iron. Any creatures beginning their turn within a mile of the minor conjuring rampart due to a conjure or summon spell take 8d6 force damage and are stunned until the end of their turn.
Conjuring ramparts are usually built by those who expect to do battle with those who make use of summoned minions while not doing so themselves. Areas beset by fiends and similar extra planar threats also make use of conjuring rampart in their defenses if they can
Constructing a minor conjuring rampart requires a spellcaster who can cast at least two different conjure or summon spells and has fifth-level spells slots. The material components are fifty pounds of copper and iron both plus 1,000 gp in ritual components. The process to make a minor conjuring rampart takes ten days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Conjuring Rampart, Major
Wondrous Item, very rare
This warding circle reinforces the barriers between planes such that creatures summoned from other planes near it are badly hurt by passing into this plane and often just bounce back to where they came from. A major conjuring rampart is a ten-foot circle of cast copper, iron, and orachalcum. Any creatures that begin their turn within a mile of the major conjuring rampart due to a conjure or summon spell take 8d10 force damage and are targeted with a banishment spell with a spell save DC of 18. Concentration cannot be disrupted on this banishment spell without rendering the major conjuring rampart inert, such abu placing it inside an anti-magic field.
Constructing a major conjuring rampart requires a spellcaster who can cast at least three different conjure or summon spells in addition to banishment, and has three fifth-level spell slots. The material components are fifty pounds of copper and iron, ten pounds of orachalcum, and 5,000 gp in ritual components. The process to make a major conjuring rampart takes twenty days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Elemental Magnifier
Wondrous Item, rare
This warding circle magnifies the influence of one elemental plane in a limited area, making spells that draw on and elementals formed from that element more powerful. This element is chosen when the elemental magnifier is created and cannot be changed. The elemental magnifier is a ten-foot circle of metals and gemstones, the specific make up dependent on what element is being magnified. The elemental magnifier affects the specified element in a one-mile radius. Elementals of the specified element gain advantage on saving throws and attacks in the affected area. All creatures in the affected area who have immunity to the damage types associated with the specified element instead are treated as having resistance, while those with resistance to such a damage type are treated as not having resistance, while those without resistance or immunity gain vulnerability to the magnified element’s damage type.
Element | Damage Resistance |
Air | Lightning, Thunder |
Earth | Bludgeoning |
Fire | Fire |
Water | Cold, Acid |
Elemental magnifiers are usually built by magicians who favor a specific element, like pyromancers. This forethought can make any attack on such a prepared magician very deadly indeed. Elemental magnifiers are often constructed in places of natural elemental power to make that power more usable and controlled, such as channeling the power of a volcano.
Constructing an elemental magnifier requires a spellcaster with 5th level spell slots and 500 gp in precious metals and 5,000 gp in gems of appropriate color/theme for the element magnified. The process to make an elemental magnifier usually takes fifteen days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed. Building an elemental magnifier at a place that is already strong in that element can reduce the time and cost of ritual components.
Elemental Suppressor
Wondrous Item, rare
This warding circle weakens the influence of one elemental plane in a limited area, making it less powerful. The weakened element is chosen when the elemental suppressor is created and cannot be changed. This item is a ten-foot circle of precious metals and gemstones, the specific make up dependent on what elemental plane it is meant to suppress. The elemental suppressor affects the specified element in a one-mile radius. Elementals of the suppressed element suffer disadvantage on attack rolls and saving throws and attempts to summon them in this area fail. All creatures in the area gain damage resistance according to the element suppressed as detailed in the table below. Creatures that already have resistance to that element gain immunity.
Elemental suppressors are often built in areas where a particular elemental is magnified in power, such as seeking to constrain a portal to the elemental plane of fire with an elemental suppressor against fire. Such warding circles are sometimes made by magicians who have an arch-nemesis that favors a specific element, but building one without a known threat in mind is a big gamble.
Element | Damage Resistance |
Air | Lightning, Thunder |
Earth | Bludgeoning |
Fire | Fire |
Water | Cold, Acid |
Constructing an elemental suppressor requires a spellcaster with 5th level spell slots and 500 gp in precious metals and 5,000 gp in gems of appropriate color/theme the element suppressed. The process to make an elemental suppressor usually takes fifteen days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Magic Suppressor
Wondrous Item, very rare
This Warding Circle reduces the flow of magic around it, making spells easier to resist and harder to maintain. This item is a ten-foot circle of mithral, iron, and diamonds. The magic suppressor affects a one-mile radius. Within that radius, all creatures are treated as having the Magic Resistance trait, granting them advantage on all saving throws against spells. Any attack rolls made for spells suffer disadvantage. Any ability checks involved in countering or dispelling magic are rolled with advantage.
These warding circles are commonly constructed by magicians who seek to protect locations they will not be at, nor any of their more magical allies or minions. A castle defended by such a warding circle will find it a great aid in any battle against wizards, especially if the castle only has mundane soldiers guarding it. Magic suppressors are sought out by nobles and other leaders lacking reliable long term magical resources but have enemies with just such resources. According to legend Unravelers can also construct these circles, but none have mastered their anti-magical powers enough in living memory to do so.
Constructing a magic suppressor requires a spellcaster with 8th level spell slots who knows anti-magic in addition to 100 pounds of mithral and iron both, plus 15,000 gp in diamonds and 5,000 gp in ritual components. The process to make an elemental magnifier usually takes thirty days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Scrying Reflector
Wondrous Item, rare
This warding circle disrupts the arcane forces used to create arcane eyes or scrying sensors. Any arcane eyes or scrying sensors that enter within a mile of the scrying reflector are immediately dispelled. The caster of the spell will know they encountered some type of magical interference, but not exactly what happened. If the scrying sensor or arcane eye would manifest in the affected area the spell would fail immediately.
Scrying reflectors are constructed in places of high secrecy such as palaces or military command posts. They are easier to construct than most warding circles and do not interfere with the normal functions of the structure it is built-in. Most magicians do not need to scry on their buildings.
Constructing a scrying reflector requires a spellcaster with 5th level spell slots who knows scrying in addition to 50 pounds of silver and lead both plus 2,000 gp in ritual components. The process to make a scrying reflector takes ten days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Dream Ward
Wondrous Item, very rare
This warding circle erects a shield in the dreaming space that prevents the dreams of anyone sleeping near it from being contacted by others. This prevents all contact through dreams, be it benevolent or malevolent. Anyone sleeping in the protected areas sleeps deeply and calmly in a dreamless but restful sleep. Those who suffer from nightmares due to traumatic experiences often find sleeping near a dream ward calming. Anyone targeted by spells like Dream or other abilities that target dreams is completely protected if they sleep within a mile of the dream ward.
Dreams wards are rare, usually only built in places where people suffer from unquiet sleep such as asylums or hospitals. If a region is known to have creatures or magicians who favor dream magic, dream wards may be much more common. The fey do not care for dream wards and find sleeping near them painful so in some places dream wards may be placed as a low-level way to dissuade the fey from staying in the area.
Constructing a dream ward requires a spellcaster with 4th level spell slots in addition to 50 pounds of silver and 50 pounds of iron both plus 2,000 gp in ritual components. The process to make a dream ward usually takes fifteen days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Teleport Anchor
Wondrous Item, very rare
This is a rarely built variant of a dimensional barrier, but instead of blocking all teleport travel, it shifts the destination point of that travel towards the warding circle. If a spell or ability that grants teleport movement is used or has a destination within a mile of the teleport anchor the teleporting character must use that movement to move as close to the teleport anchor as possible with the goal of teleporting into the middle of it. The teleport anchor will reroute long-range teleporters into the teleport anchor, so they can be dealt with, while shorter-range teleporters will just find themselves going off target. The spell teleportation circle spell can still be used to teleport to a circle in the shielded area if the caster knows the circle’s sigil sequence.
Teleport anchors are built in locations that want defense from teleporters but also want to capture or contain them. Teleport anchors are usually built-in jail cells or similar locations so those who are caught in them can be contained once they are caught in the anchor. Once you are caught by a teleport anchor you cannot teleport out of it as you are sent right back to the warding circle.
Constructing a teleport anchor requires a spellcaster who can cast teleport and fifty pounds of silver and iron both, plus five pounds of orachalcum and 3,000 gp in ritual components.The process to make a teleport anchor takes twenty days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Summoning Anchor
Wondrous Item, very rare
Similar to the teleport anchor, this warding circle reroutes creatures summoned in its shielded area to inside the summoning anchor. Any creature summoned or conjured via spell or ability within a mile of the summoning anchor appears inside the summoning anchor instead of the intended location.
Summoning anchors are usually built inside jail cells or similar structures so the creature they draw in can be contained. Warding circles are often combined with the magic circle spell to more effectively trap summoned creatures.
Constructing a summoning anchor requires a spellcaster who can cast at least two different conjure or summon spells, and has two fifth-level spell slots. The material components are fifty pounds of copper and iron, five pounds of orachalcum, and 3,000 gp in ritual components. The process to make a major dimensional barrier takes ten days of eight hours of ritual work each day. If the ritual work stops for more than a day the progress is lost and the materials consumed.
Warding Circle Codes
If you would like to add a level of espionage to warding circles, you can allow their creators the means to exempt certain people from the warding circle’s power. This could be as complex as making special amulets that when worn allow you to ignore a Dimensional Barrier or Magic Suppressor, or, it could be something as simple as a sigil sequence or command word that if you know you are not affected by the warding circle. PCs being able to ignore warding circles at their leisure dramatically increases the warding circle’s power level, so this option should be introduced with caution.
This change to warding circles can introduce interesting story elements such as stealing an amulet or learning the sigil sequences to ignore a warding circle could be a major goal of PCs trying to infiltrate an enemy fortress. Or of enemies trying to infiltrate the PCs’ stronghold. It makes warding circles far less absolute and more counterable, which can add to the fun but also be horribly abused. If the players can lure enemies into the area of a warding circle that harms their enemies while ignoring that harm themselves, it can be very powerful.
Making Warding Circles Unpredictable
As written all the warding circles just work, there are no saves or checks to see if they function. Such rolls could invalidate the effectiveness of the warding circles, as how likely are you to fail a Wisdom save by the time you are high enough level to cast teleport. If you would prefer a more unpredictable feeling to warding circles in your game you could add a Wisdom saving throw to escape their negative effects for one round. The save DC should be something like DC 15 for minor warding circles and 18 for major ones. Each attempt to act in a way affected by a warding circle, such as teleporting into a dimensional barrier or using a suppressed element near an elemental suppressor requires the acting character to make a Wisdom save before the action to see if they can carry it out without being affected by the warding circle.
Identifying a Warding Circle
Any within the areas of effect of a warding circle can test for its presence by observing oddities in the environment with an Intelligence (Arcana) check. For the most obvious warding circles like a magic suppressor or elemental magnifier, this is DC 15, but for more subtle things like a dream ward or teleport anchor requires a DC 20. Detect magic always reveals the presence of a warding circle if cast within the affected area.