Cloister (3.5e Spell)
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|Cleric 9, Druid 9, Family 9, Sorcerer/Wizard 9
|60 ft. cube/level
|Fortitude partial; see text
This spell wards an area in the same fashion as forbiddance, causing all teleportation effects and planar travel (including plane shifting, astral travel, ethereal travel, and summoning spells) going in or out of its area to automatically fail.
It also attacks certain creatures who attempt to enter, discriminating based on their cellular structure (that is, their creature type). Anyone within the area of effect who is not of the creature type designated by the caster (potentially even the caster themselves) are now sickened and placed under a repulsion effect (there is no separate emanation for this effect). They must make a Fortitude save each round that they remain or be rendered nauseated; each round that a creature is nauseated in this fashion they also take 1d6 points of damage per two caster levels. Damage taken in this fashion cannot be healed until the creature has left the area of effect. This supersedes the alignment-discriminatory effect of forbiddance.
Inversely, any creature of the designated type may call upon the ward for defensive purposes. In addition to gaining fast healing equal to half their character level (which stacks with any previous fast healing they possess), they may take an immediate action to gain cover from a single attack or effect once per round.
There is no means of permanently getting rid of this spell’s effect. It cannot be dispelled by any means unless there are no members of the designated type within its borders. Even in this case, a wish, miracle, or mage’s disjunction spell is required to even suppress the cloister for one year per caster level.
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|Very High +
|ThunderGod Cid +
|V + and S +
|3.5e Spell +
|Cleric 9 +, Druid 9 +, Family 9 + and Sorcerer/Wizard 9 +
|Keep out most magical travel and ward creatures except those of a designated type. +