Difference between revisions of "Forbiddance (spell)"

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[[File:Forbiddance.jpg|right|490px|thumb]]
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[[File:Forbiddance (spell).jpg|right|560px|thumb]]
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'''Forbiddance''' is a spell that enchants a designated area against intrusion. Uninvited creatures attempting to enter will find their way hindered by something pushing back against them. They can force themselves forward, but in order to cross the boundary into the spell's area of effect, they must make a [[Saving Throws|saving throw]] vs. magic, or else find themselves blocked.
 
'''Forbiddance''' is a spell that enchants a designated area against intrusion. Uninvited creatures attempting to enter will find their way hindered by something pushing back against them. They can force themselves forward, but in order to cross the boundary into the spell's area of effect, they must make a [[Saving Throws|saving throw]] vs. magic, or else find themselves blocked.
  
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| range = 30 ft.
 
| range = 30 ft.
 
| duration = 1 day
 
| duration = 1 day
| area of effect = 20 by 30 ft. space per level
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| area of effect = 20 by 30 ft. space<br>per [[Experience Level|level]]
 
| casting time = 3 [[Combat Round|rounds]]
 
| casting time = 3 [[Combat Round|rounds]]
 
| save = none
 
| save = none
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[[Category: Clerical Spells]]
 
[[Category: Clerical Spells]]
 
= rewrite from here =
 
doing so will cause them to suffer before they are able to enter the area of effect. The spell has no visible effect, and the warded area appears unchanged to ordinary sight. The spell's effect is visible as a clear veil of disconcerting radiance, intended to worry observing creatures.
 
 
 
 
Specific individuals, species of creature, and/or factions designated by the cleric may enter or leave the forbiddance at will. All other creatures are "uninvited", and must first make [[Saving Throws|save versus magic]] to be able to enter at all. Failure indicates the creature cannot will itself to enter the area of effect.
 
 
Uninvited creatures who have made their save will understand instinctively that the forbiddance is in place and that in pushing forward, they will suffer damage. Non-[[Intelligence (ability stat)|intelligent]] creatures, and those of 1 intelligence, will never enter a forbiddance. Creatures of 2-4 intelligence may be compelled forward, but will be 90% likely to rear, panic or even attack their owners before doing so. Creatures of 5 or greater intelligence must roll [[Morale|morale]] (with a penalty of –2 to their dice) before entering.
 
 
An uninvited creature who attempts to enter the forbiddance via spells such as [[Teleport (spell)|teleport]] or [[Blink (spell)|blink]] makes the saving throw as above. On a failed save, or on a successful save with a failed morale check, the caster involuntarily adjusts the target location of the spell to place them outside the forbiddance. If there is no available location which is both outside the forbiddance and within the spell's area of effect, the spell fails.
 
 
This is magical damage, and may not affect a creature with [[Magic Resistance|magic resistance]]. The damage will occur one time only, and while future attempts to enter a forbiddance on a given day will yet require an additional saving throw, no more damage will be suffered.
 
 
Uninvited creatures who are caught within the spell's area of effect when it is first cast will flee at their top speed until they are outside the area of effect.
 
 
The spell range refers to the nearest edge of the forbiddance (which may begin at the cleric’s feet). The forbiddance may be of any shape, but must be laid out in 20 by 30 foot sections.
 
 
Spells, projectiles, and other ranged attacks can be launched from outside the forbiddance into its area of effect without the attacker needing to make save.
 
 
The spell provides no means of detecting attempted or successful entries into the warded area.
 
 
[[Category: Lacks Image]]
 

Latest revision as of 04:55, 22 April 2026

Forbiddance (spell).jpg

Forbiddance is a spell that enchants a designated area against intrusion. Uninvited creatures attempting to enter will find their way hindered by something pushing back against them. They can force themselves forward, but in order to cross the boundary into the spell's area of effect, they must make a saving throw vs. magic, or else find themselves blocked.

Forbiddance
Range 30 ft.
Duration 1 day
Area of Effect 20 by 30 ft. space
per level
Casting Time 3 rounds
Saving Throw none
Level cleric (6th)

Further, if they make their saving throw, they will yet suffer 2-12 points of damage — upon receiving this damage, the creature is pushed outside the area of effect. It can attempt to enter again, but no benefit except more damage will accrue from that.

Undesirables who attempt to enter the forbiddance via spells such as teleport or blink must also make a saving throw; if this fails they will appear at a random hex outside the area of effect; if the save succeeds, they will take 2-12 damage and will hurled back to the place from which they attempted the original transference.

Finally, creatures caught in the area of effect when the spell is cast will vacate the forbiddance at their best speed; no damage is suffered in such cases.

The spell has no effect on the passage of missile weapons either into or out of the area of effect. Combat regarding these attacks is resolved normally.

Benefits

The caster is able to choose those persons or creatures that are free to enter or exit the dweomer's area of effect at will. Whole species or peoples may be named — for example, any dog might be allowed, or any elf. Since any specific category might be named, the caster could designate all persons of that faith, all domestic animals, all rodents, even all non-malevolent persons.

Creatures lacking intelligence will never enter a forbiddance, regardless of the caster's stipulation; animals and creatures with an intelligence of less than 5 will not attempt to do so unless they sense that permission exists. Weaker intelligent creatures, such as humanoids with less than 5 hit dice, must make a morale check, with a -2 modifier, before attempting to force themselves past the barrier.

Notes

The area of effect must be laid out in 20 by 30 foot sections or "blocks"; narrower lengths cannot be manifested. Except if the area is actively watched, the caster cannot know from the spell whether or not creatures have entered or passed through during the spell's duration.