Realm of Adventure Wiki
Advertisement
Spell

Teleportation Ward

School Abjuration
Descriptor
Level Clr 5, Sor/Wiz 5 , Bard 4
components V, S, M, DF
casting time 1 hour
range Custom (100-ft/level radius)
target
effect
area 100-ft. cube/level (area formed must be contiguous) (S)
duration Permanent
saving throw None
spell resistance No


Through the creation of a magically imbued sigil the caster wards an area against teleportation. The sigil must be 1/100th the size of the warded area (EG a 10th level caster can ward 1000 must construct at 10' sigil) and it may be placed anywhere within the warded area. Once the spell is cast the sigil cannot be moved. The sigil can be drawn and the spell can be cast in one of three ways, each increasingly more complex, requiring an more costly material component.

Perimiter Ward seals an area against all planar travel into or out of it without exception. 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 but the spell or item is not expended. Travel to and from areas within the bounds of the teleportation ward is still possible. Ethereal or Astral creatures in the area of effect when the warding begins are given the opportunity to escape, if they choose to stay witin the warded area the ward bars them from traveling outside of the area via the Ethereal Plane. Summoned creatures in the area when the ward becomes active may return to their home plane normally at the conclusion of the spell that summoned them. Bags of Holding and other non-dimensional spaces function normally within a Perimiter Ward but extra-dimensional spaces, such as Portable Holes and Rope Tricks do not.

Complete Ward functions as Perimiter Ward with the following additions. Travel to and from areas within the bounds of the teleportation ward is impossible. Ethereal creatures within the area of a Complete Ward when it is activated are moved to the perimeter of the warded area but not otherwise damaged.

Selective Ward functions as Complete Ward with the following additions. The spellcaster who creates the ward is not effected by it, additionally he may create a password that when spoken allows creatures to ignore the wards effects. You must select this option (and the password) at the time of casting.

The area protected by a Teleportation Ward can be identified using detect magic with a successful Spellcraft DC15 check.

Dispel magic does not dispel a Teleportation Ward effect unless the dispeller’s level is at least as high as your caster level. Furthermore the Teleportation Ward Sigil must be targeted directly.

A rogue (only) can use the Disable Device Skill to deactivate a Teleportation Ward. The DC in this case is 25 + spell level + The Spellcasting Stat Bonus of the Caster.

You can’t have multiple overlapping Teleportation Ward effects. In such a case, the more recent effect stops at the boundary of the older effect.

Material Component[]

Paints or Chalk to draw the warding Sigil of various costs based upon the complexity of the ward, Cost per 100' Cube ; 500GP Perimiter, 1000GP Complete, 2000GP Selective.

Advertisement