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Abjuration

Dimensional Lock

Walk out if you like. Nobody blinks out.

Available Levels
278910

Dimensional Lock takes away teleportation, plane shifts, and every other form of dimensional movement. It is not a physical restraint: its target can still walk, run, fly, or be carried away.

Level 2 — Dimensional Anchor

The caster targets one creature within Close range. An unwilling creature makes a Will Save. On a failure, the lock follows it for minutes per caster level. No dimensional effect can move the anchored creature unless it first forces a way through the lock.

The caster who placed the anchor remains exempt from it and can move the target with their own teleportation magic. This version replaces the separate spell once called Dimensional Anchor.

Levels 7–10 — Dimensional Lock

At Level 7 and above, the spell protects a zone instead of one creature. Creatures can walk into the zone and out of it as they please, carrying whatever they like. What the spell takes away is every way of leaving that is not ordinary movement.

The wizard who raised it keeps their own dimensional movement. That asymmetry is the spell. The abjurer crosses the zone in a step while everyone else is reduced to their feet, which is worth more in a duel than any cage.

Forcing a Way Through

The caster of a dimensional effect can try to drive it through the lock with a caster level check (see 1). This applies whether that caster is the anchored creature or someone trying to teleport it. The lock uses its creator's caster level and adds the bonus below.

Level Target or radius Bonus to the lock's check
2 One creature within Close range None
7 100 ft per caster level +10% of CL, minimum +5
8 200 ft per caster level +20% of CL, minimum +10
9 400 ft per caster level +30% of CL, minimum +15
10 1 000 ft per caster level +40% of CL, minimum +20

The percentage only overtakes the minimum at high caster level, so the floor is what most casters meet. A failed attempt is a failed spell: its slot and actions are spent, and every protected target remains where it was.

Cage is the other Stoneheart answer to the same problem, and the opposite one: it stops everything, feet included, but it can be beaten down.

Links from this spell

Referenced by