Forbiddance

Abjuration
Level: Planes 6
Components: V, S
Casting Time: 6 rounds
Range: Medium (100 ft. + 10 ft./level)
Area: Eleven 60-ft. cubes (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
Spell Points: 11

“You are not welcome in this place!”

Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as Dimension Door and Teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

In addition, when casting the spell, you select between one and eight alignments that the Forbiddance further wards against. You cannot select your own alignment. Creatures of those alignments must succeed on a Will save immediately after entering a square covered by the Forbiddance or be Blown Away in the same direction from which the creature entered. Creatures who succeed on the saving throw can enter the area of the Forbiddance, but still experience a powerful and painful feeling of aversion. A creature of one of the selected alignments who starts its turn in the area of the Forbiddance must make a Fortitude save or take 6d6 points of damage. This save is repeated each round for as long as the creature remains in the area1.

At your option, the abjuration can include a password, in which case creatures of the selected alignments can avoid the negative effects by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.

Dispel Magic cannot dispel a forbiddance effect unless the dispeller’s level is at least as high as your caster level.

You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.

Experience Cost: 300XP. If a password is desired, this requires an additional 200XP.

Augment: For every additional spell point you spend, you can place Forbiddance upon an additional 60’ cube.


  1. Dragging helpless creatures into a Forbiddance area that wards against it is usually considered too cruel a tactic for most Good orgnanizations to support it, unless dealing with extraordinarily Evil creatures, such as undead or Evil outsiders.