| Taffer |
I've been doing some work on an older adventure that has several forbiddance spells in place, to keep others of certain alignments from entering the area.
Forbiddance used to do this. Now, it seems, Pathfinder has nerfed it.
It prevents entry by teleportation, sure... but now instead of preventing entry, it only damages anyone of the "wrong" alignment who enters.
Am I reading this right? This used to be a pretty good spell...now it's, I don't know, severely nerfed. :(
Tell me I'm reading this wrong. Or that it's been errata'd somewhere and I've just missed it.
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Taffer
| PossibleCabbage |
Were the old adventures some of Paizo's 3.5e stuff? Since the spell changed between 3.5 and Pathfinder, the 3.5 version did less damage but pushed people of the wrong alignment out of the area, the Pathfinder does more damage but doesn't displace anybody who is physically already there. The Pathfinder version has been unchanged since the core rulebook was printed AFAIK.
Still, 6d6 is a lot of damage and enough to discourage almost everybody but stout, persistent, and brave adventurers. So it's not like the spell is terrible.
| Taffer |
Agreed, the spell isn't terrible. It just seems "less than".
Although the damage doesn't seem to be much discouragement. I mean, there is no warning to anyone that there is a forbiddance spell in the area, you only find out AFTER you've entered the area and taken the damage.
Instead of something you have to work at to get through or around now, it's just damage upon entering, and that's it.
MAYBE it can serve as a warning to the rest of the party after the first person enters.
I don't know, I'm just having trouble seeing any real good use of the spell anymore.
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Taffer
P.S. It's actually FGG's Stoneheart Valley...converted to PF from the original 3rd edition (so, pre 3.5). But the conversion is only partial, as there are things like this that creep in.