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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