Forceward (Abjuration) 

Level: 3

Range: Touch

Duration: 1 round/level

Area of Effect: Creature touched

Components: V,S,M

Casting Time: 1 round

Saving Throw: Special

 By means of a string of gems, rock crystals, or glass beads and his holy symbol, a priest can call into being a forceward. The air within this spherical area of protection glows faintly; it is barely visible in full sunlight but clearly in darkness.

All creatures except those touched or named by the priest in the spell casting must make a saving throw vs. spells or be forced away from the caster (for 10' per level of the caster), withdrawing immediately. Warded creatures must remain outside the protected area for the spell duration unless they save vs. spell at -3 to successfully break into the warded area (one save per round for each being attempting to enter).

Any creature breaking through the forceward may move and act freely thereafter but cannot confer freedom from the ward to other creatures, even by attempting to drag them along. Any creature may freely leave the warded area but must successful earlier in breaching the ward.

Missiles and spells may be launched freely into and out of the warded area. The forceward ends instantly if the casting priest leaves its confines, is slain or rendered unconscious, or wills the ward out of existence. The caster may engage in spell casting without affecting a forceward; continuous concentration is not required to maintain it. A dispel magic spell destroys a forceward instantly.

 

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