Going between forbiddances?


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The fireball analogy aside, you could go either way on this... Technically, the character is interacting with three separate spells, but you could rule it as a single, embiggened effect, making the character suffer the effects only one time.

If you were to go with this route, I think it'd be wise to do so in all cases, and to let your players know that this is how such a group of effects would work.

There is also an option, I suppose, to rule it both ways, under certain circumstances... If you want a large compound covered with the same protection, the spell works one way, but if you want to have different 'layers' of secutiry... Maybe using different passwords, or whatever, for each layer, you could have adjacent forbiddences that operate independantly of one another. But that would be a bit more complicated...

Later
silver
 

Do bear in mind, though, that Forbiddance is an Abjouration, and ...

SRD said:
Abjuration

Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.

If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.

If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell
(Emphasis added)

If they have someone searching for traps, they'll have warning that there's more than one.
 

RangerWickett said:
http://www.d20srd.org/srd/spells/forbiddance.htm

If badguys cast three adjacent forbiddance spells on the entrance to their lair, and you ran through all three, would you take 3x the amount of damage for having an incompatible alignment?
Yes. It is very painful, but you'd have to be running pell mell through an area to get nailed by 3 of them without chance to heal.

If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.

Honestly, i do not like the spell much. While costly to do, the effect does not go away so if an evil temple has ever had a 11th level cleric in it, a lower level party should get nailed when they pull a heroic breaking and entering on the place. The teleport block is nice, the 12d6 that sticks around untill dispeled...ouch
 

For real bastardry, lay out forbiddances in interlocking, tesselated patterns, so that someone running in a straight line will encounter the same ones more than once (since damage is applied upon entry.)

Anyhow, the cheese possible with this spell is still nothing compared to that caused by Celestial Brilliance. If you allow your players to abuse the latter, you should definitely hit them full force with the former.
 


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