Evil Arm of Hextor
While the Hextorians are all very fond of battle,
sometimes there are armies just too big to defeat with
available forces. For such armies the priests of Hextor
use his evil arm, which robs the priests’ enemies of all
hope and desire to continue moving against the forces of
Hextor.
The spell is cast initially around a brazier specially prepared by the priest. In the brazier are 1,000 gp
worth of special incense, which are burned during the
casting. The smoke produced in the braziers grows and
thickens, forming into a great arm of black cloud, which
ends in a sinister hand. This arm-like black cloud climbs
through the sky, heading slowly towards the target military force, which may consist of up to 20 creatures per
level. When the shadow of the arm’s hand falls upon
the target force, all individuals within the force must
make saving throws versus spells.
Everyone who fails their saving throw is affected
by the spell, and must immediately halt movement for
the day. These individuals will refuse to march into battle,
and argue and bicker with one another. Every day after
the first day of being affected, another saving throw versus spells is made by all of the individuals still under the
influence of the spell; three consecutive failed saving
throws in three days indicates that outright battle has
taken place among the discordant troops.
[Oerth Journal #9 (February 1999) ; Hextor: The Herald of Hell by Will McPherson]
Hextor
Sphere: Charm(Enchantment/Charm)
Level: 5
Range: 1 mile/level
Components: V, S, M
Casting Time: 1 turn
Duration: Special
Area of Effect: 20 creatures/level
Saving Throw: Negates
Components: V, S, M
Casting Time: 1 turn
Duration: Special
Area of Effect: 20 creatures/level
Saving Throw: Negates
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