![]() If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. The spell's area can't overlap with the area of another forbiddance spell. A creature that speaks the password as it enters the area takes no damage from the spell. When you cast this spell, you can designate a password. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). Choose one or more of the following - celestials, elementals, fey, fiends, and undead. In addition, the spell damages types of creatures that you choose when you cast it. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. At least one crypt of the Whispering Tyrant makes use of the spell as well, trapping grave robbers in coffin-sized stone cysts, there to die a slow and agonizing death from thirst and starvation.You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. The Pathfinders of the Grand Lodge make use of permanent teleport traps in several key locations, trapping would-be intruders in a small wing of jail cells. A single permanency spell can be used on all teleport traps that share a linked destination, but the gold piece cost must be paid for each individual spell. Teleport trap can be made permanent at the cost of 7,000 gp. Multiple castings of teleport trap can be linked to cover a larger area, allowing teleported creatures to be directed to a single point within the combined area of the spells. ![]() ![]() Overly complicated conditions may cause the spell to fail entirely. ![]() He just has a feature which lets him use an action to teleport 120ft, keeping anything he's wearing or carrying. You select this option and the conditions at the time you cast the spell. Edit: In response to your edit: Edit: for clarification it about Moloch No, since his teleport action isn't him casting a spell. A DC 27 Knowledge (arcana) allows such a creature to recognize the teleport trap’s presence, but does not reveal the trap’s linked destination.Īt your discretion, the teleport trap can exclude a category of creatures, such as an alignment, a type of creature, or creatures that carry a specific item or know a password (though this only works if the creature is teleporting out of the area, not into it). A teleporting creature that is affected by a teleport trap can resist the effect with a Will save-if the save is successful, the creature simply doesn’t teleport at all (but the use of the teleport effect is still consumed)-either to the intended location or the teleport trap’s actual destination. The spell’s area overlaps walls and other solid and liquid objects (preventing intruders from bypassing the ward by teleporting into a wall or through similar means). The destination must be an open space on a solid surface. Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting. ![]()
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