Wulf's Collected Story Hour -- FINAL UPDATE 12/25


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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).
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.
 

Hallow (and Unhallow) allow for a 1st-3rd level divine spell with a duration to apply as an additional effect for anyone of certain alignment in the area.

Dimensional Anchor is iffy, because it requires an attack roll and it is unfair to assume that it automatically hits. Even if you do allow it, though, it would only stop stuff going OUT, not in. I'm not sure it's on the normal cleric list (I think it's on the Trickery list), but Non-detection would be a better choice. If the Scry doesn't work, the whole trick kinda fails.
 

From the SRD (my emphasis)

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.)

Cheers
 

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!)

T&B has a 5th lvl arcane spell called Mordenkainen's Private Sanctum which blocks magical scrying & divination attempts into a particular area for 24 hrs.
 

Stop the Haiku Nightmares

Can't... help... myself...


Snakes under my hat?
Pennies in your pantyhose
Or pleased to meet me?

Post an update, Wulf.
Free my mind from dang haikus.
(Bumpity bump bump.)
 

As I recall, if you tie a spell to Hallow, it becomes expensive (something like 1K per spell level), making it less practical for "temporary" use.
 

Hallow also has a very long casting time that makes it impractical for short term protection. Of course, we already knew that from Speaker.

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.
 

Yep, and it sounds as broken as most of the other stuff in that book. Monte really went overboard with that PDF.


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.
 

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