D&D 5E The most obvious spell, and it's always missing

Sacrosanct

Legend
D&D has had a lot of spells over the decades. D&D is also a resource driven game, and has always had resources that reset after a certain time period (whether that be once per day, once per encounter, once per rest, etc).

But you what spell is missing, that is super obvious? An avoidance one, party based at least. There are tons of alarm spells, and spells like rope trick, and other spells meant to do some damage to anything that crosses a borderline, etc. But 90% of them don't actually stop your rest from being interrupted with the exception of spells like rope trick. Your rest is interrupted and you have to start all over again. I would think that some low level wizard would quickly devise a spell that instead of tripping an alarm, or sending a blast of energy or arrows into intruders, would instead cause the intruder to just walk away. Something like a WIS save or turn around and leave, and avoid the area for the duration. I'm not aware of any spell like that.
 

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Leomund's Tiny Hut - available as a ritual (no slot used).

Mearls had long rest only interrupted by an encounter or combat that lasted an hour.

Otherwise you are describing Antipathy a Level 8 spell.
 
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I would think that some low level wizard would quickly devise a spell that instead of tripping an alarm, or sending a blast of energy or arrows into intruders, would instead cause the intruder to just walk away. Something like a WIS save or turn around and leave, and avoid the area for the duration. I'm not aware of any spell like that.
An eight-hour (or week-long) compulsion spell would require a ton of magic. It's not something that a mere mortal should contemplate, let alone a fledgling wizard.
 

An eight-hour (or week-long) compulsion spell would require a ton of magic. It's not something that a mere mortal should contemplate, let alone a fledgling wizard.

I lock my door and turn my phone to do not disturb when I go to sleep, works well to compel people not to disturb me, minimal magic required ;)
 

I lock my door and turn my phone to do not disturb when I go to sleep, works well to compel people not to disturb me, minimal magic required ;)
That's Leomund's Tiny Hut, and courteous neighbors. It wouldn't work in the middle of a field or dungeon.

In fact, a locked door in the middle of a dungeon would almost compel someone (or something) to try as hard as possible to open it. I mean, they could give up whenever they felt like it, but adventurers abhor restrictions.
 

Mearls had long rest only interrupted by an encounter or combat that lasted an hour.

That's actually the rule in the PHB, page 186.

"A long rest is a period o f extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it."

Cheers!
 

An eight-hour (or week-long) compulsion spell would require a ton of magic. It's not something that a mere mortal should contemplate, let alone a fledgling wizard.
Harry, Ron, and Hermione pulled it off pretty easily and consistently in Deathly Hallows.
 

But you what spell is missing, that is super obvious? An avoidance one, party based at least. There are tons of alarm spells, and spells like rope trick, and other spells meant to do some damage to anything that crosses a borderline, etc. But 90% of them don't actually stop your rest from being interrupted with the exception of spells like rope trick. Your rest is interrupted and you have to start all over again. I would think that some low level wizard would quickly devise a spell that instead of tripping an alarm, or sending a blast of energy or arrows into intruders, would instead cause the intruder to just walk away. Something like a WIS save or turn around and leave, and avoid the area for the duration. I'm not aware of any spell like that.

Closest in theme is probably Friends - cast a spell, tell the person to get lost, and quickly get lost yourself. Charm Person for a more reliable "these are not the droids you're looking for" method.

Invisibility functions as an avoidance spell, but instead of a WIS save it's a Wisdom (Perception) check.
 


That's actually the rule in the PHB, page 186.

"A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it."

Although... when do you ever have a combat/encounter that lasts 1 hour in-game time? Unless the encounter mostly involves talking, which is already covered under "light activity". I'm tempted to read that as fighting, casting spells or 1 hour of walking, i.e. a short battle = 1 hour of walking, and both would interrupt rest.
 

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