Abjuration
Range: Medium (100 ft. + 10 ft./
level)
Area: 60-ft. cube/
level (S)
Forbiddance seals an
area against all planar travel into or within it. This includes all teleportation spells (such as
dimension door and
teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded
area is based on their
alignment relative to yours (see below). A creature inside the
area when the spell is cast takes no
damage unless it exits the
area and attempts to reenter, at which time it is affected as normal.
Alignments identical: No effect. The creature may enter the
area freely (although not by planar travel).
Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of
damage. A successful Will save halves the
damage, and
spell resistance applies.
Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of
damage. A successful Will save halves the
damage, and
spell resistance applies.
At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the
damage by speaking the password as they enter the
area. You must select this option (and the password) at the time of casting.
You can't have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Material Component: A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.
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