Refusal

REFUSAL
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Ef fect and Area: Invisible ward
that occupies two 10-ft. squares/
level (S)
Duration: 1 hour/level
Sa ving Throw: Will negates;
see text
Spell Resistance: Yes

A metallic stretching sound, as if
a thin sheet of metal were bowed
then released, echoes forth from
your outstretched hand. You can see
for just an instant a glowing grid
that defi nes the protected area of
your spell.

You create a special ward
that prevents unauthorized
spellcasters or creatures with
spell-like abilities from entering
an area. Any creature that has spells
prepared, spell slots available for casting
without preparation, or innate
spell-like abilities must succeed on a
Will save or be halted by an invisible
barrier that prevents passage. The DC
of the Will save increases by a number
equal to the spell level of the highestlevel
spell the creature has prepared or
is capable of casting (so that a 10th-level
sorcerer who hasn’t yet depleted his 5thlevel
spell slots for the day adds 5 to the
save DC). You can choose to designate a
password or special condition (such as
character race, alignment, possession
of a token, or any other observable or
detectable characteristic) by which
spellcasting characters and creatures
can enter the refusal-warded area.

Creatures that have no spellcasting
capability or spell-like abilities (including
spellcasters who have used up
their spell slots and creatures with
spell trigger or spell completion magic
items) can pass through the barrier
with no diffi culty. Spellcasters and
creatures that have spell-like abilities
and that are already within the area you
protect when you create the ward are
not compelled to leave or restricted in
their movement within it (and spells
and spell-like abilities can pass through
the barrier in either direction with no
diffi culty). However, if such creatures
leave the area, they must succeed on
saving throws as described above to
return.

Creatures attempting to use any
teleportation spell or effect to enter the
warded area make the normal saving
throw. They are shunted harmlessly
to the nearest safe space outside the
warded area if they fail.

Material Component: A pinch of dust
from a wizard’s tomb.