Abjuration
- Level
- Cleric 9
- Components
- V, S, M, DF
- Casting Time
- 24 hours
- Range
- Medium (100 ft. + 10 ft./level)
- Area
- One 60-ft. cube/level (S)
- Duration
- Permanent
- Saving Throw
- None
- Spell Resistance
- Yes
Portcullis is a powerful ward that may be placed on an area you define, and has a number of effects (described below).
Note: Dispel magic does not dispel a portcullis effect unless the dispeller’s level is at least as high as your caster level.
Ward Against Planar Travel. Portcullis erects a barrier around an area that seals it against all planar travel into or out of it. This includes all teleportation spells (such as dimension door and dimension jump), plane shifting, gate, ethereal travel, travel through the Shadow Realm?, and all summoning and calling spells. Such effects simply fail automatically. The barrier also prevents the entrance or exit of incorporeal creatures, though it imposes no additional movement restrictions if they are already inside the barrier.
A portcullis does not interfere with the movement of creatures already in ethereal form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
Ward Against Information-Gathering. Portcullis also prevents any divination (scrying) spell from targeting any creature, object, or location within the area. Spells that determine the location of creatures or objects within the area, such as locate object, also fail, though powerful divinations such as discern location function normally.
Unaffected Allies. Optionally, you can designate any number of creatures whom the portcullis does not affect. These creatures must be present during the casting of the spell. Spells cast by these creatures succeed as if the portcullis were not in effect, and conjuration spells that transport or affect other creatures, when cast by any of the designated creatures, allow them to enter the area as normal. You are automatically considered designated in this manner.
Key or Password. You may optionally designate either a physical key or password, that when presented or spoken during the casting of any teleportation or divination spell into the area will allow that spell to succeed as noted above. A physical portcullis key may only be crafted by the caster of the portcullis, and takes 1,000 gp worth of materials as well as 1 day of crafting time to complete.
Material Component
A sprinkling of holy water and rare incenses worth at least 2,500 gp, plus 2,500 gp per 60-foot cube.