Forceward (Priest Spell)

==Faiths & Avatars Version==
This spell creates a spherical area of protection. The air within glows faintly. This radiance is barely visible in full sunlight, but the area is clearly lit in darkness. When forceward is cast, all creatures except those touched or named by the priest in the spellcasting must make a saving throw vs. spell or be forced away from the caster for 10 feet per level of the caster, withdrawing immediately. This forceiuard is then fixed at a location centered on the where the caster was when the spell was completed; it does not move with the caster.
Warded creatures must remain outside the protected area for the spell duration unless they make a successful saving throw vs. spell at a -3 penalty to break into the warded area. Creatures attempting to break in are allowed one such saving throw per round. Any creature breaking through the forceward may move and act freely within its confines, but cannot confer freedom from the forceward to others, even by attempting to drag them along.
Any creature may freely leave the warded area but must successfully make a saving throw vs. spell (with the —3 penalty) to reenter, even if originally designated as protected when the spell was cast or if successful earlier in breaching the forceward. 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 spellcasting without affecting the forceward; continuous concentration is not required to maintain it. A successful dispel magic spell destroys a forceward instantly.
The material components are a string of gems, rock crystals, or glass beads, plus the caster's holy symbol.
==Priest's Spell Compendium Version==
This spell creates an immobile, spherical area of protection. The air within glows faintly. This radiance is barely visible in full sunlight, but the area is clearly lit in darkness. When forceward is cast, all creatures except those touched or named by the priest in the spellcasting must make a successful saving throw vs. spell or be forced away from the caster. Those failing are forced back 10 feet per level of the caster. Missiles and spells can be launched freely into and out of the warded area. The forceward remains stationary; it does not move with the caster.
Creatures forced outside the protected area can try to break in. One attempt per creature per round is allowed, and a successful saving throw vs. spell at a -3 penalty means the creature breaks through. Any creature breaking through the ward can move and act freely within its confines, but cannot confer freedom from the forceward upon others, even by attempting to drag them along.
Any creature can freely leave the warded area but must make a successful saving throw vs. spell (with the -3 penalty) to reenter, even if originally designated as protected when the spell was cast or if successful in breaking through earlier.
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 can engage in spellcasting without affecting the forceward; concentration is not required to maintain it. A successful dispel magic spell de­stroys a forceward instantly.
The material components are a string of gems, rock crystals, or glass beads, plus the caster's holy symbol.
Notes: Granted by Helm the Vigilant of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells
Category:Spells from Priest's Spell Compendium