A hidden glade of elder races studying the younger races from afar, a wandering peddler passing through a battlefield untouched by arrows that seemingly pass through them without damage, a thief in an elf king's tomb bypasses all traps that claimed the lives of all others but them until a dwarven placed arrow pierces their skull, or perhaps to hide paying a debt to a powerful entity or even from the wrath of the Gods... if you can pay the cost.
For the duration, as long as the item enchanted is worn or until the area is exited, you ward a target from anything of the blood's race/category as well as make them immune to any conditions, damage, and effects created or caused by marked entities. The target can be a willing creature, a place, or an object no larger than 10 feet in any dimension, increased by adding stones. The target can't be targeted by any magic, touched, remembered, or perceived by any means. Targets of this spell while not able to be affected by the entities in question would be damaged if they attempted to pass through them physically, be damaged by said entities for 1d10 force, and for 1d4 minutes the entity would be unaffected by the spell on the target. Attacking a target or attempting to damage a target negates that spell for the target's category in a 30 ft radius for 1d10 hours. Entities can allow for the casting of non-harmful spells on a marked entity or intercept attacks receiving half damage meant for another. If an area instead of an entity this place simply becomes inaccessible to the entities in question with them never questioning why they cannot go or what could be there, taking alternative routes to pass by these areas. If for some reason they cannot get around by any means they simply walk through an illusory space that makes the area unappealing to remain in and leave with all possible haste.
Creating marked stones: simply cast the spell again, using nine levels worth of spell energy, and instead of material components use only the original item and the stone in question. Each stone adds 10ft to the original spell and can be used to create a marked area, with the original item at the center and each stone simply adds 10ft to its dimensions or individual pockets of protection. When used in conjuction with a Hallow spell the Ward extends to the extent of the Hallows Field so long as four standing stones are created.
Note: When broken the areas or entities become affected once again by any effects that may occur from no longer having the spell protection and all knowledge of them is regained. The protection from effects also extends to attacks magical or non-magical both direct and indirect such as learning forbidden information about your target that knowing would cause damage. Mystra's ban can be technically circumvented only if DM allows, a bit of God's blood, and does not intend to cause damage; the ward breaks immediately after casting as well.
* - (a pinch of mithril dust worth 250 - 2500 gp sprinkled over the target, increase per number of creature types target is hiding form, which the spell consumes; 1 drop of blood, or equivalent, of entity category you are trying to be unseen by, a item to bind the spell to. )
Comments