Witchcraft • Legacy Vigil Spell
Guard Watch
Guard Watch removes the need to sleep for one night, allowing a creature to remain awake and alert without ordinary drowsiness. It does not replace the rest needed to recover spells.
Guard Watch at a Glance
| 5.5e / 2024 | No direct conversion published here |
|---|---|
| 5e / 2014 | No direct conversion published here |
| Pathfinder 1e | Not a Pathfinder Witch spell by default |
| D&D 3.x Legacy | Witch 2, Sorcerer/Wizard 2 |
Spell Rules by Edition
Guard Watch — 5.5e / 2024
Edition status: No official 2024 rules are supplied for this legacy spell.
Guard Watch — 5e / 2014
Edition status: No official 2014 rules are supplied for this legacy spell.
Guard Watch — Pathfinder 1e
Edition status: No Pathfinder Witch version is established here. Do not import d20 mechanics automatically.
Guard Watch — D&D 3.5e (legacy d20 Witch rules)
| School | Transmutation |
|---|---|
| Level | Witch 2, Sorcerer/Wizard 2 |
| Components | V, S, DF |
| Casting Time | 1 round |
| Range | Touch |
| Target | Creature touched |
| Duration | One night |
| Saving Throw | None |
| Spell Resistance | Yes |
The subject can remain awake through the night without falling asleep. Spellcasters still require normal rest before preparing or recovering spells.
Guard Watch cannot benefit the same creature for more than five consecutive nights. Further castings fail until the creature has rested.
Divine focus: a Witch’s ritual tool.
Using Guard Watch in Play
The obvious use is maintaining a night watch while companions sleep, but the spell can also support long vigils, stakeouts and emergency travel. It does not remove every consequence of going without proper rest in other editions.
Rules Sources and Licensing
Legacy source: Liber Mysterium: The Netbook of Witches and Warlocks.
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