Greenfield
Adventurer
This is a discussion of proposed spells that one would think should exist in the game world, but aren't documented.
Simple things like a Cantrip or Orison that keeps you dry in the rain, that sort of thing. Spells that create something like an Everburning Torch that flares when someone tries to steal from a shop.
On the larger scale, there would almost certainly be extended magical rituals to protect buildings and/or ships from certain magical attacks.
Right now there is Forbiddence that prevents people from beaming into a "forbidden" area, but that has its drawbacks: Anyone not of the exact same alignment as the caster takes damage when they enter, enough to kill servants and most common folk. It would seem like there should be a way to permanently obstruct magical transport into the throne room without killing the emissaries from foreign lands or servants of visitors. Dimensional Lock works, but has a duration.
So let's fill in some blanks. What sort of spells or rituals do you think should be in the game world, to help maintain the fantasy that castles are worth building, and mighty warships aren't simply expensive targets for low level spell casters.
Let me get the ball rolling:
Any thoughts, comments, or suggestions?
Simple things like a Cantrip or Orison that keeps you dry in the rain, that sort of thing. Spells that create something like an Everburning Torch that flares when someone tries to steal from a shop.
On the larger scale, there would almost certainly be extended magical rituals to protect buildings and/or ships from certain magical attacks.
Right now there is Forbiddence that prevents people from beaming into a "forbidden" area, but that has its drawbacks: Anyone not of the exact same alignment as the caster takes damage when they enter, enough to kill servants and most common folk. It would seem like there should be a way to permanently obstruct magical transport into the throne room without killing the emissaries from foreign lands or servants of visitors. Dimensional Lock works, but has a duration.
So let's fill in some blanks. What sort of spells or rituals do you think should be in the game world, to help maintain the fantasy that castles are worth building, and mighty warships aren't simply expensive targets for low level spell casters.
Let me get the ball rolling:
Royal Ground
Evocation
Sor/Wiz (5), Clr/Drd (4)
Components ; V, S, M , DF/AF
Casting Time: 24 Hours
Range: Touch
Area : One structure or enclosed area, up to 2,000 square feet per caster level
Duration: 1 year or Permanent (See Text)
Saving Throw: None
Spell Resistance: None
A Royal Ground spell raises magical protection on a structure, building or compound.
The spell is centered upon a designated "Heart stone", part of the construction at or near the center of the area, and has several distinct zones.
Zone 1: The immediate area around this stone is warded against Scrying spells, covering a single room or chamber up to an area of 1,000 square feet.
Zone 2: The area around the Heartstone, up to half the total area of the spell, is warded against extra- dimensional travel. Spells such as Teleport, Dimension Door, Plane Shift and Gate simply fail when the start or destination is within this zone. The caster of the spell may create charms that bypass this, up to one per caster level. These are typically given to the royal family and/or their staff, and are closely guarded.
Zone 3: The outer areas of the spell, outside of Zones 1 and 2, are protected from magical effects such as Disintegrate, or Passwall, or spells that disrupt or undermine structures, such as Move Earth, Crumble, Soften Earth and stone, or Transmute Rock to Mud. Attempts to enter via magical flight are subject to a 50% failure, meaning that the creature or item may be rebuffed and turned away.
The protections afforded by each zone also carry over to the inner zones.
If the spell is cast as the building or compound is being constructed, the duration is Permanent, and can not be Dispelled. Attempts to Dispell the Royal Ground, if successful, will merely suppress the effects for a D4 rounds, and only for the area covered by the Dispell.
The Focus for this spell is the Heartstone, which must be hand carved by the caster themselves (Craft: Stonemason DC 20) from stone native to the area, and inscribed and infused using powdered gemstones and rare oils worth 5,000 gp. Additionally, this infusion must include the blood of the royal family commissioning it.
If the family is not of royal blood, or the spell is not cast during the building's construction, the duration of the spell is 1 year. The spell may be renewed each year using the same prepared focus, though the family blood must be reapplied.
Removing or destroying this Heartstone ends the spell immediately.
Any thoughts, comments, or suggestions?