Lysander
2009-11-08, 03:08 PM
Nothing really prevents dismissed or banished outsiders from returning. That's where Expel comes in.
Expel
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 standard actions
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Expelling an outsider functions as Dismissal, except it also makes it difficult for them to return. An outsider is incapable of returning to any plane they were expelled from unless magically summoned through a calling spell by a native being of that plane. The expel effect lasts until its caster dies, is destroyed, or allows the outsider to return freely. There is no ongoing spell to dispel or disjoin, an expelled creature is instead kept out by universal rules outsiders are subject to.
The spell doesn't actually prevent outsiders from returning forever. It just means they have to find an evil (or good) magician to let them back in. PCs will be able to kill their mortal agents to keep them out until the outsider finds a new ally, which is a bit more satisfying than dismissing them every day. That way an outsider can be a recurring enemy, but not a frustratingly recurring enemy.
It also provides fun plot options since it makes whoever cast the spell a huge target. Players can be tasked to either protect or assassinate a person who expelled a powerful outsider.
Expel
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 standard actions
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Expelling an outsider functions as Dismissal, except it also makes it difficult for them to return. An outsider is incapable of returning to any plane they were expelled from unless magically summoned through a calling spell by a native being of that plane. The expel effect lasts until its caster dies, is destroyed, or allows the outsider to return freely. There is no ongoing spell to dispel or disjoin, an expelled creature is instead kept out by universal rules outsiders are subject to.
The spell doesn't actually prevent outsiders from returning forever. It just means they have to find an evil (or good) magician to let them back in. PCs will be able to kill their mortal agents to keep them out until the outsider finds a new ally, which is a bit more satisfying than dismissing them every day. That way an outsider can be a recurring enemy, but not a frustratingly recurring enemy.
It also provides fun plot options since it makes whoever cast the spell a huge target. Players can be tasked to either protect or assassinate a person who expelled a powerful outsider.