Loyalty's WardRitual 5
Cast 1 day
Cost talismans written with rare inks worth 500 gp
Secondary Casters 1
Primary Check Religion (master)
Secondary Checks Intimidation or Religion
Target a single room no larger than 25 feet by 25 feet
Duration 1 week
You place wards on a structure, creating a trap for those who would work against you. You set an invisible talisman above each door, window, or other opening. When you set these wards, select one of the following criteria.
Those that mean you harm
Those that are unholy
Those that are holy
Those that are members of a specified faction
Creatures that meet your selected criteria can enter the warded area but are prevented from exiting it. As they enter the area, those that are trapped feel the magic settle on them.
Critical Success Your wards hold, and those that meet the criteria must attempt a Will save against the higher of your class DC or spell DC when they try to leave the area by any means. On a success, they can leave freely. On a failure, they cannot move out of the warded area and cannot attempt to leave the area again for 24 hours.
Success As critical success, but on a failure, they can attempt to leave again after 1 hour.
Failure Your wards are merely decorative and do not hold any creatures.
Critical Failure The wards turn against your intentions, instead holding those that do not meet the selected criteria (which likely includes all casters).
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.