Interdiction
This powerful spell affects all enemies of the
spellcasting priest who enter the area of effect.
The spell inflicts a -2 penalty on saving throws,
a -1 penalty to armor class, and a -1 penalty to
attack and damage rolls. Creatures friendly to
the cleric gain corresponding bonuses — +2 to
saving throws, +1 to attack and damage rolls,
and a bonus of 1 to AC. Additional effects are
possible, depending on the deity granting the
spell; effects must correspond (or at least not conflict) with the spheres the priest normally uses.
Multiple effects are possible.
The variation for the Sphere of Wards requires
that each hostile creature entering the area of effect make a saving throw vs. spells with a -4
penalty or suffer 4d6 points of damage. An affected creature must then flee the area; it is unable to return. The creature must make a second
saving throw vs. spell with a -4 penalty as it
leaves the area or be blinded until magically
cured.
The variation for the Sphere of Law requires
that a hostile creature make a saving throw every
time it wishes to change an action. Thus, if a creature wishes to stop running and draw a weapon,
a successful save is needed or the creature continues to run. Actions that cannot be continued
(e.g., firing an arrow if the archer has no more
arrows) are repeated as empty automatisms. In
addition, creatures hostile to the priest automatically fail saving throws against Enchantment/
Charm spells cast by the priest.
The variation for the Sphere of Chaos requires
that hostile creatures make saving throws vs.
spells at -4 or be affected by confusion (as per
the spell). Affected creatures have a 5% chance
per round of suddenly being attacked by a phantasmal killer.
All creatures who enter the area of effect are
subject to the effects of the spell. All effects except blindness cease 3 rounds after an affected
creature leaves the area. Creatures reentering the
area of effect must make new saving throws.
[Tome ofg Magic]
Sphere: Chaos, Law, Wards
(Abjuration)
Quest
(Abjuration)
Quest
Range: 240 yards
Components: V, S
Duration: 1 day
Casting Time: 2 turns
Area of Effect: 200-foot cube/ level
Saving Throw: Special
Components: V, S
Duration: 1 day
Casting Time: 2 turns
Area of Effect: 200-foot cube/ level
Saving Throw: Special
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