Line of Protection
This cooperative spell requires at least two
priests to cast the spell simultaneously. During
the casting, the priests determine whether the line
will be stationary or portable.
If the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces,
such as facing walls of a gatehouse or two tree
trunks. If the spell is portable, the priests must
stand at each end of the line, thereby anchoring it.
After the spell is cast, a shimmering field of
force appears between the two anchors (the sigils
or priests). The field is 10 feet high and sparkles
with energy. Objects on the opposite side of the
translucent field, while recognizable, are hazy
and indistinct.
The field causes 1d3 points of damage to all
creatures passing through it; evil creatures and
undead suffer 1d8 points of damage from the
field. Creatures that roll a successful saving
throw suffer no damage. Creatures that can fly
over the field, burrow under it, or Teleport to the
other side are immune to damage.
If the spell is cast in its portable form, the
priests can move at half their movement rates
(limited to the rate of the slower priest). The
priests can take no other action, since all their energy is spent in walking and maintaining the
field.
Once created, the field cannot be increased or
decreased in length and must remain straight.
The priests could maneuver by pivoting, but
could not walk toward each other or bend the
field around a corner. If the line of sight between
the two priests is blocked by any object of greater
than 5' diameter, the spell immediately fails.
Thus, creatures, low walls, young trees, pillars,
and similar objects will not disrupt the spell.
As a cooperative spell, several priests can link
together to create a longer field. Each priest (or sigil) forms the end of one field and the beginning of
another, much like fenceposts. Each section of the
spell must extend in a straight line, but the field
can be bent at each junction. Four priests could
form a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined
above. The DM may apply movement penalties
depending on the complexity of the pattern.
The material components are held aloft by
each caster.
Reverse: Line of Destruction
The reverse of this spell, line of destruction, causes 1d3 damage to all creatures passing through it. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures that roll a successful saving throw suffer no damage.[Tome of Magic]
Reversible
Sphere: Protection(Abjuration)
Level: 3
Cooperative
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 30-yard line
Saving Throw: Negates
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 30-yard line
Saving Throw: Negates
the priests' croziers, staves, or religious standards
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