Solitude
By means of this spell, the caster significantly reduces the possibility that she or he might be disturbed by other sentient beings (defined as beings of low intelligence or greater). As long as the priest remains within a fixed radius of the point where the spell is cast, there is a reduced chance that anyone will intrude purely through happenstance. Should a chance encounter be indicated, the caster can make a saving throw vs. spell to avoid it.
The radius of solitude, which the priest cannot pass without ending the spell, is 10 feet per level ofthe caster. If the priest rnoves beyond the perimeter set when the spell is cast, the spell ends immdiately, and the normal probability of random encounters resumes (although there is no implication that an encounter will necessarily happen immediately thereafter). This spell also ends whenever the priest's presence is discovered by a sentient being or when another sentient being enters the radius of the spell effect, whether she he is aware of the presence of the caster or not. Obviously, this spell has no effect if cast in the presence of other sentient beings.
For example, if the priest casts this spell in the middle of a forest, far away from any settlement or road, there is little chance of a random encounter disturbing his or her solitude. Still, someone specifically following clues to the priest's location (whether or not the tracker is aware of exactly whom she or he is seeking) would be totally unaffected by this spell. If, however, the priest cast this spell within visual range of a road or other location with regular traffic, while the spell would ensure that no one would simply stumble across the caster as they traveled through the woods, it would provide no isolation from discovery by those who use the thoroughfare as a matter of course. Of course, the DM always has the option of inserting necessary encounters, despite this spell.
The material component of this spell is a handful of earth sprinkled along the perimeter of the region of enforced solitude.
Fenmarel Mestarine
Sphere: Wards(Enchantment)
Level: 4
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area Effect: 10 foot/level
Saving Throw: Special
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