As far as I know the Hallow spell just acts as a year-long area-of-affect protection from evil. Evil beings can enter an hallowed site just as good beings can enter unhallowed sites. They just have penalties applied. Hallow adds to turn checks, prohibits undead raising and adds an optional spell effect as well, but I think forbiddance is what you're really going for here.Plane Sailing said:I would strongly recommend that Dorn took the time to Hallow their sleeping area, and attach Dimensional Anchor to it, to block anything of evil alignment (or non-good alignment if possible with this party).
Spell effects that may be tied to a hallow site include aid, bane, bless, cause fear, darkness, daylight, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, negative energy protection, protection from elements, remove fear, resist elements, silence, tongues, and zone of truth. Spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
Plane Sailing said:What seems to me a startling ommission in the arcane spell list is any effective way for arcane casters to make a lasting protection on a place in a similar vein. Are there *any* arcane methods to give protection against scrying or teleporting into an area? "Guards and Wards" should probably have been an obvious candidate.
Defence against scry+teleport would seem an obvious defensive tactic to use for all high level PC's and NPC's in the same way that low level PC's cast alarm and set watches at night!
Cheers (& nice to meet you BTW!)
Victim said:Static Veil in BoEM raises the scrying DC by 1 per caster level for an hour per level. It's only second level and is a useful, although not fool-proof counter to scrying.