Loincloth of Armour said:
Yes, a very good spell for doing what the OP wanted.
And if you're willing to flex a bit of creative DM powers, you can say someone has researched Lesser Forbiddence, that doesn't do any damage but still locks out teleportation. And is maybe even a bit cheaper.
Not a bad idea at all. I want the characters to walk into the tower unsuspectingly (well, as suspectingly as players act around NPC wizard towers anyway), but when things turn sour inside the tower, they can't escape! So the damage needs to go.
Are Forbiddance and Unhallow effects that can be detected with a Spellcraft check upon entering?
Heh.. I'm already looking forward to tomorrows game.. the NPC wizard controls an iron golem as his bodyguard, and the players consist of a wizard, a sorcerer, a monk/sorcerer, an archer-ranger and maybe a cleric. I'll bet the Iron Golem will be _very_ difficult to deal with.
The story behind it all is that the PCs have retrieved an artifact for the NPC wizard - called the Elixir (detailed in the Shining South sourcebook) - which causes random effects every time someone drinks from it. Most often harmful, but it can yield some great benefits as well. The wizard wants to catalogue its effects, and the PCs are prime candidates. I have implemented a lot of traps (mainly pitfalls) to separate the PCs, but they will only be activated after the PCs have reached the "end" of the tower. Nobody thinks that there will only be traps on their way out...
"Please.. just drink of it once.. THEN I'll let you out of my tower..."