Forbiddance prevents creatures whose alignments are different
from the character's from entering the area. Additionally, the
spell seals the area against all planar travel into it, including
dimension door, teleport, plane shifting, astral travel, ethereal
travel, and all summoning spells. At the character's option, the
abjuration can be locked by a password, in which case it can be
entered only by those speaking the proper words (no saving throw
allowed to those who dont speak the password, although SR
applies). Otherwise, the effect on those entering the warded area
is based on their alignment relative to the character's.
Alignments identical: No effect. The creature may enter freely
(albeit not by planar travel).
Alignments different with respect to either law/chaos or
good/evil: The creature is hedged out and takes 3d6 points of
damage. A successful Will save negates both effects, and SR
applies.
Alignments different with respect to both law/chaos and
good/evil: The creature is hedged out and takes 6d6 points of
damage. A successful Will save negates both effects, and SR
applies.
Once a saving throw is failed, an intruder cannot enter the
forbidden area (future saving throws likewise fail). Intruders
who enter by rolling successful saving throws feel uneasy and
tense, despite their success.
Dispel magic does not dispel the forbiddance effect unless the
dispellers level is at least as high as the character's
caster level.
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