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The most obvious spell, and it's always missing
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<blockquote data-quote="Jaelommiss" data-source="post: 6777478" data-attributes="member: 6775925"><p>Perhaps a Glyph of Warding combined with Suggestion: "You forgot something important at home. Go get it!" would produce the desired effect. At 100gp nightly and only affecting a single target it is very costly, but perhaps it could be built on from there?</p><p></p><p></p><p></p><p>Jaelommiss' Bewitching Ward</p><p>3rd-level enchantment</p><p></p><p>Casting Time: 1 hour</p><p>Range: Self (20-foot radius)</p><p>Components: V, S, M (a splash of spiced wine)</p><p>Duration: 8 hours</p><p></p><p>You pour a small amount of spiced wine on the ground at your feet, where it spreads out over the floor in a 20 foot radius before gradually vanishing. For the duration of the spell, this area is warded against unwanted intrusion. </p><p></p><p>Creatures who enter the warded area must make a Wisdom saving throw. Creatures who have a pressing reason to stay (for instance, a creature wondering "why is there a wizard sleeping there in the storeroom") make the save at advantage. On a failed save, the creature remembers urgent business that it has elsewhere. The exact nature of this business will depend on the creature's nature and be determined by the DM, but never requires more than one hour to complete. The creature then pursues that course of action to the best of its ability, freeing itself from this spell upon its completion. Whether the saving throw succeeds of fails, you are immediately awoken and made aware that a creature triggered this ward.</p><p></p><p>Creatures immune to being charmed are immune to this spell.</p><p></p><p>At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the warded area increases by 10 feet for each slot level above 3rd.</p><p></p><p></p><p></p><p>Notes: I was determined for it to be 3rd level since that is the same as L. Tiny Hut and Glyph of Warding, both of which were drawn upon as inspiration for this spell. I was unsure whether to make it a ritual, but thought that being able to increase its radius would be helpful, and therefore would require expending slots. Its seemed strange that the spell would work even if the victim could clearly see the party within the area, and granting advantage on the save seemed an appropriate way to balance that. Adding a 1 hour casting time in addition to advantage on the save seemed like a good way to prevent it being used offensively. I considered a costly material component, but was unable to decide on a fair price. Since it is likely to be used each and every night, putting a cost on it seemed unnecessarily punitive, and could even make the spell impossible to use in games with longer travel times.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6777478, member: 6775925"] Perhaps a Glyph of Warding combined with Suggestion: "You forgot something important at home. Go get it!" would produce the desired effect. At 100gp nightly and only affecting a single target it is very costly, but perhaps it could be built on from there? Jaelommiss' Bewitching Ward 3rd-level enchantment Casting Time: 1 hour Range: Self (20-foot radius) Components: V, S, M (a splash of spiced wine) Duration: 8 hours You pour a small amount of spiced wine on the ground at your feet, where it spreads out over the floor in a 20 foot radius before gradually vanishing. For the duration of the spell, this area is warded against unwanted intrusion. Creatures who enter the warded area must make a Wisdom saving throw. Creatures who have a pressing reason to stay (for instance, a creature wondering "why is there a wizard sleeping there in the storeroom") make the save at advantage. On a failed save, the creature remembers urgent business that it has elsewhere. The exact nature of this business will depend on the creature's nature and be determined by the DM, but never requires more than one hour to complete. The creature then pursues that course of action to the best of its ability, freeing itself from this spell upon its completion. Whether the saving throw succeeds of fails, you are immediately awoken and made aware that a creature triggered this ward. Creatures immune to being charmed are immune to this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the warded area increases by 10 feet for each slot level above 3rd. Notes: I was determined for it to be 3rd level since that is the same as L. Tiny Hut and Glyph of Warding, both of which were drawn upon as inspiration for this spell. I was unsure whether to make it a ritual, but thought that being able to increase its radius would be helpful, and therefore would require expending slots. Its seemed strange that the spell would work even if the victim could clearly see the party within the area, and granting advantage on the save seemed an appropriate way to balance that. Adding a 1 hour casting time in addition to advantage on the save seemed like a good way to prevent it being used offensively. I considered a costly material component, but was unable to decide on a fair price. Since it is likely to be used each and every night, putting a cost on it seemed unnecessarily punitive, and could even make the spell impossible to use in games with longer travel times. [/QUOTE]
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The most obvious spell, and it's always missing
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