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. 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. 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.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. 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).
When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell's area can't overlap with the area of another forbiddance spell. 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.
* - (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
I would say that casting this spell would require walking through the area to be affected with the incense and ruby powder while uttering the chant. This could well affect the casting time.
Could Private Sanctum be cast like that? Casting it on it's lowest level except on the final day to get the effects of 9th level Private Sanctum?
The wording on the 30 day version seems a bit weak. After spending 30000 gold on an effect, I would hope it cant just be removed by a 5th level caster with dispel magic.
'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.'
Read it again. 1000g. The spell is free unless you make it permanent, assuming you have the components to begin with.
Is this "ward against magical travel" just flavour text, or does it actually block anything that could be interpreted as magical travel? Take for example creation, which lets you "pull wisps of shadow material from the Shadowfell" – I would classify that as magical travel. This interpretation would also mean that teleporting out of the area is impossible, because it blocks any kind of magical travel in the area.
Does the last line "and the material components are consumed on the last casting." mean you only need 1000g worth of ruby powder to make the permanent Forbiddance?
Maybe it would make sense, but there is no president for that sort of thing anywhere in the game
What would that even look like dragging your hands across the floor whilst chanting? This whole touching the entire area it effects is nonsense. If you had to do that it'd say so
Since it doesn't say that, no, you don't have to do it. Your DM might make you, but the literally doesn't say to do that
You only spend the 1000 gp of Ruby dust once on the final casting. So it only costs 1000 gp, no 30,000
for people who think you can just forbid an entire dungeon at once, the range is touch. Gotta touch at least the perimeter you want affected if not all 40,000 square feet. So not as broken as you think if you read the spell
ohh, so this is a way to make the old „run from obstacle to obstacle each turn“ come into the game. is there any indicator that shows it, or do you need a specific spell to see the safe zones?
Or have forbiddance cast on the area targeting a force not within the area such as celestials. It specifically states the spell forbiddance cannot overlap another spell of forbiddance.
Having read through this thread, I think I would rule the offensive use of this spell, IE: casting it into a dungeon, as such.
You must touch the starting area (1st 5ft square) from which the spell will propagate into the dungeon following all available paths as far as it can until it reaches its capacity of 40000sqft. The propagation treats all paths equally, with you not being able to guide it in certain directions unless you are distinctly aware of the layout ahead of time.
I would allow it to ascend up or down stairs/ramps, considering them to be the ground floor of the spell, however it will ignore anything beyond a reasonable slope, IE: Pitfalls, ladders, difficult terrain level slopes, maintaining the 30ft height limit over the "ground". Taller rooms would have their upper sections unaffected.
Depending on the type of door, the spell may or may not be blocked. If the door is a solid object such as a typical wooden/stone/metal door, then the spell cannot pass. If it is a door consisting of significant empty space, such as a cell door, then the spell can pass through.
I'd also have the spell be blocked by anything under the effects of Arcane lock as that is a magical ward in it's own right.
That is the basis of my thoughts, though the specifics may vary depending on the campaign or other factors. I like to adjust rules depending on the feel of the campaign. For example, in a particularly high magic campaign, I'll allow Haste to cast spells and perform more than 1 attack, while in a lower magic campaign, it will function RAW.
An elaborate conception, and of course your right to rule as such in your game. I think the others in this thread have the right of it: the caster must touch every part of the area to be affected. The following rules support that conclusion:
Since this is a ritual could a Warlock with Pact of the Tome feature cast this spell because of the book of shadows invocation?
Someone casts etherealness to enter the Ethereal Plane
This spell is cast
Etherealness ends and the person is forced to return because of that spell but a creature can't show up from the Ethereal Plane because of this spell
Is it a contested skill check? A coin flip? The highest level spell/spellcaster wins? What happens?