Abjuration [warding]
Level Cleric 6
Components V, S, M (DF)
Casting Time 6 rounds
Range 30-ft.
Area of Effect An area of up to one 60-ft. cube per caster level
Duration Permanent
Save See description
This spell is used to secure a sacred area.
The area to be warded must be consecrated to the deity of the caster and have a focal point to power the spell (e.g. an altar, relic, or shrine).
When the ward is created, the caster must assign a password used to bypass it.
Once cast, the spell bars all planar travel or access into the area or within it with the sole exception of a word of recall spell cast by a cleric of the deity that powered the spell (and the word used must be the password to bypass the ward). Teleportation effects won't operate. Scrying effects cannot penetrate the area of effect. Observation from the Astral plane cannot penetrate the area of effect. Ethereal creatures or those on the Plane of Shadow cannot enter the area of effect. Extra-dimensional spaces do not function in the area of effect.
Once the ward is in place, it bars physical entry based on alignment:
Identical to Deity. Creatures cannot enter the area (no save) unless they use the password. If the password is used, the creature can operate normally within the area of effect.
Different to Deity (Lawful vs. Chaotic vs. Neutral). Creatures attempting to enter the area must make a save vs. Spell or take 2d6 damage (save negates).
Different to Deity (Good vs. Evil vs. Neutral). Creatures attempting to enter the area must make a save vs. Spell or take 4d6 damage (save negates).
If alignment is different on two axis, then two saves must be made. If any save is failed, the creature can never enter the area of effect. If all saves are successful, the creature can enter but will be sickened while in the area of effect. A creature that makes all saves that leaves the area and attempts return must reroll saving throws.
The caster never needs to make a save or use the password.
Limitations
Multiple forbiddance spells cannot have overlapping areas of effect (the newer spell fails).
Material Components. The caster's holy/unholy symbol, a vial of holy/unholy water, something made of silver and something made from iron (or a bit of dung and sulphur). Other than the symbol, the components are consumed in the casting of the spell. Cost/Scarcity. 30 g.p./common.
Known Substitutions. None.