Abjuration
- Level
- Cleric 5, sorcerer/wizard 5
- Components
- V, S, F/DF
- Casting Time
- 1 standard action
- Range
- 60 ft.
- Area
- 60-ft.-radius spread (see text)
- Targets
- Up to one ally per level
- Duration
- 1 hour/level
- Saving Throw
- Will negates (harmless) (object) (see text)
- Spell Resistance
- Yes
When you cast this spell, the smell of burning iron fills the air; calling upon the essence of Dis?, you conjure an iron scepter, four feet long and ending with a sharp spike, and drive it into the ground. The scepter then anchors itself to the fabric of reality, becoming as difficult to displace as an immovable rod, and begins to generate a number of magical effects in a 60-foot-radius spherical area.
When you cast iron citadel, you may choose up to one ally per caster level to receive its protective effects. The target creatures must be within the area at the time of casting, but thereafter may leave and re-enter the area, benefiting from the iron citadel’s protections only when they are within it.
The protections provided by iron citadel are as follows:
- The area is warded as an alarm spell (mental version);
- All doors, chests, and portals in the area are arcane locked, except those you specifically choose to exclude;
- All unattended objects in the area, as well as the possessions of you and your allies, have the benefits of obscure object;
- You and your allies gain the effects of nondetection;
- You and your allies are warded against possession and mind control, and against contact by summoned creatures, as by a magic circle against good spell;
- The area is warded against spells as by a lesser globe of invulnerability;
- The scepter radiates invisibility purge to the edge of the spell area;
- You and your allies are warded with a sanctuary effect. (Any creature so warded that attacks an opponent breaks the sanctuary effect for itself only; other protected creatures do not lose their sanctuary effects.)
All of these effects persist as long as the affected objects or creatures remain within the spell's area.
At the same time, the scepter radiates a detect scrying effect, and instantly alerts you of any scrying attempts, even if they fail due to any of the above protections.
The iron citadel also provides you with an escape route, should your protections be breached. At any time during the spell’s duration, as a standard action, you may grasp the scepter, lifting it out of the surface in which it’s anchored. When you do so, a dimension door opens before you, with its exit appearing where you specify; you and all allies who are within the iron citadel’s area gain the effects of freedom of movement and expeditious retreat, which persist for each affected ally until he passes through the dimension door.
The dimension door remains for three rounds or until you and all of your allies have passed through it, whichever comes first; you may also dismiss the effect before that time. When the door closes, the scepter disappears, and all its effects instantly end.
You may also choose to simply end the spell when removing the scepter, without triggering the escape effects.