Belief (Alteration) [Sphere:Thought]
Priest Spell - Level 4
Range: 0
Components: VSM
Duration: level / 2 + 1 rounds (Special)
Casting Time: 7
Area of Effect: Special
Saving Throw: None (Special)
By means of "Belief" spell, the priest brings special favor to himself and Level-1 allies nearest to him/her within 60 ft. radius.
Those affected will observe that they will be much more succesful in whatever they are doing if they can persuade themselves that
they will be successful. At the beginning of each round in the duration of the spell, even before the initiative phase, all of the
recipients should choose one action that they are going to commit in that round. This action can be anything that requires a dice-
roll and that has a chance of failure. Then, they roll a wisdom adjusted saving throw versus paralyzation to see whether they are
able to persuade themselves that they will manage. For those failing this saving throw, the spell does not show any effects that
round.Those making successful saving throw rolls gain an extra dice-roll for that specied action. For example, Zwitterion declares
that his parry versus the staff-attack of the vrock in front of him will be successful. He rolls a successful saving throw and he
can now roll his parry dice twice. He rolls two d20's: a '1' and a '19'. The better roll,'19', is taken: he succeeds in his parry.
He can declare another action in the next round, and so on. The spell will normally continue for 1 rd.+1 rd. for two levels of the
caster, but if a declared action fails, the spell ends automaticly for the declarer. Continuing the above example,in the following
round Zwitterion says that he will hit the mage on his right. He persuades himself by making his save. Then he rolls two die for
attack: '18' and '20'. But unfortunately this mage has a 'Stonekin' spell on himself. The declared action fails and the spell ends
for Zwitterion.
The material components for the spell are the priest's holy symbol and 2 silver dice (none of which is consumed).
Range: Eyesight
Components: VS
Duration: Special
Casting Time: 8
Area of Effect: One spell-like effect
Saving Throw: Special
When this spell is cast, the priest can see all spells and spell-like-effects as if they were hanging on air. S/he chooses to shut
one of the seen spells/spell-like-effects down. When a spell is 'Shut Down', that spell will be in some kind of "Temporal Stasis".
It will not show any of its effects, but it will stay there (this means that it can be detected or dispelled).When the 'Shut Down'
ends, the spell will continue to function as if no time has passed since it was shut down.
In order to shut a spell down, the spell should fail a saving throw versus spells (using the base saving throw of its caster). For
such spells, the duration of 'Shut Down' is level rounds. An exception to this rule is when the priest is trying to shut his/her
own spell down. If this is the case, there is no need for a saving throw and there is not a definite duration. The priest can end
the 'Shut Down' at will; in both cases.
Normally, when a spell is 'Shut Down', its effects cease at every point inside its area of effect, but for spells having permenant
duration; or those which had been made permenant; it is possible to 'Shut Down' only a definite area, not the whole spell. This
way,it is possible for the priest to neutralize a small volume inside the area of his permenant spells.A good use of this property
can be the "Forbiddance" spell.
Due to the nature of the spell, a 'Shut Down' cannot be 'Shut Down'. Moreover, no priest can maintain more than level / 3 [round
down] 'Shut Down's at the same time. The spell has a 5% per level chance of functioning through scrying devices,but the DM is free
to adjust this chance. It should be noted that it is possible to 'Shut Down' one or more functions of a magical item, through some
castings of 'Shut Down'.
Range: Touch
Components: VSM
Duration: Special
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
This spell is also known as "Zwi's Package Damage'. When it is cast, the recipient is surrounded by a very thin invisible force
field. This field constitutes of 2 layers. Whenever the recipient becomes subject to any energy-based attack (electricity, sound,
cold, fire, heat, pure magic etc.), it is trapped between these two layers; regardless of its intensity (A "Meteor Swarm" or the
breath weapon of a great wrym silver dragon are affected.). Thereafter, this contained energy is given to the recipient gradually.
When the spell is first cast, the field has 15 x Level Energy Resistance Points (ERP). The amount of energy contained within [in
terms of hp-damage] is subtracted from this amount at the end of each round, while some amount (10, 15 or 20 points) is given to
the body of the recipient. This amount is specified by the caster at the casting of the spell (high, medium or low intensity).
Whenever the ERPs reach zero, the spell ends; inflicting all the energy it holds plus 10% more.It should be mentioned that if two
opposite types of energy are accumulated inside the force field, they cancel each other.
The spell has one disadvantage: If the form of energy contained within the barrier is visible or audible, these effects continue
to be observed in some mild manner. For instance, if fire-energy is being held,a fiery aura surrounds the recipient.Although this
does not affect the recipient directly, it may cause invisibility to fail etc. This can be thought equivalent to 1st level priest
spell "Faerie Fire" for purposes of game mechanics.
The material component for the spell is a glass bottle/jar etc.
PS: All other abjurations have precidence over this spell.
Example: Zwi is to fight 2 Red Wizards of Thay. He casts this spell with medium intensity. He also casts "Prot. From Lightning".
When the combat begins, the Red Wizards gain the initiative. The first mage sends forth a "Lightning Bolt", rolling for 37 points
of damage. Zwi rolls a successful saving throw, so he is normmaly subject to 19 points of electricity damage. However, this energy
is absorbed by "Prot. From Lightning", since it has precidence, not reaching "Energy Packger". The other wizard casts a "Cone of
Cold" to which Zwi again makes a successful saving throw roll. The damage to be inflicted is held by "Energy Packager" until the
end of the round. Zwi casts his spell without fizzling since he has not received any damage yet. When the round ends, he sustains
15 hps of cold damage and ERPs decrease by 20 [to 160 from 15x12=180]. In the following round, an "Ice Storm" (12 points) and a
"Fireball" (15 points) strike Zwi. When added to 5 points of remaing "Cone of Cold" damage, the amount of cold-energy increases to
17 points with the new "Ice Storm", but 15 points of this damage is canceled by the fire damage dealt by the "Fireball".At the end
of this round, ERPs decrease to 158, and Zwi loses only 2 hps...