Holy Aura Barrier
(Evocation)
Level: Quest spell
Sphere: All, Divination, Protection
Range: Special
Components: V, S
Duration: Special
Casting Time: 2 rds.
Area of Effect: Special
Saving Throw: Special
By casting this spell, a priest utilizes the strength of his faith in his deity to protect his followers from enemies of the cause. The priest must pray for the full 2 rounds, and beseach his/her deity to aid him in his quest to protect those who are loyal to his/her faith and cause. While the priest prays, he/she can not talk, move, or attack. At the end of the full 2 rounds, the spell creates a field of power around the priest. Each round thereafter, the spell expands until the maximum range is reached. The spell expands in a 50' radius for every level of the caster (i.e. 15th-level priest will create a 750 foot radius, or 1,500' diameter).
The spell itself is hemispherical, not cylindrical, and will affect airborne creatures as it expands. It will affect a 50' radius per level of the caster in a hemisphere, centered on the caster. The spell itself is not visible in the Prime Material Plane, but it is visible in the Astral, and Etherial plane as an opaque dome of solid matter. The rate of expansoin is the fiercest part of the spell. Each round, once established, it moves at 100 feet per round, (across the radius) until it reaches maximum range. The wall of force affects beings/creatures. Non-intellient plants (regular trees, bushes, etc.) and structures, or man made objects are not affected. However, the spell is not hindered by these obstacles. It simply moves through them as if they were not there.
This spell can be held as long as the priest chooses to concentrate. Once concentration is broken, the spell will remain for 1 round per level of the caster, and after that will decrease in range by 100 feet (radially) until it has totally diminished. If the priest's concentration is broken, and the priest choses to move, the spell does not move with the caster.
Any creature within the range of the spell, as it expands, and are against the priest and his cause are destroyed. Creatures or undead or evil characters that are above 10 HD are allowed a saving throw vs. spell at -5 in order to only take full damage; failure slays these creatures. No other saves are allowed.
Once the spell is in place at full range, any creature not aligned with the priest must save vs. death -5 or be slain (for less than 10 HD) when trying to enter the area of effect. Beings with more than 10 HD must roll a save vs. death at -5 to not be slain, and take full damage. Every round thereafter, a save vs. spell at -2 to take ½ damage each round inside the area of the spell. Demons, minor powers, etc., must save vs. spell at -2 to take ½ damage against the initial "blast", and also to take ¼ damage every round thereafter.
All that are aligned with the priest (party members, other good characters) are unaffected by the spell, and can move in and out of the barrier without harm. They can also attack creatures outside from within the barrier.
All creatures not aligned with the priest, under 10 HD are slain. All others, that save, take 1d6+1 points of damage per level of the caster, and are immediately trapped on the advancing edge of the field until it reaches maximum range, being moved with its advancedment. (These creatures can be slammed through buildings, trees, whatever may be in the way that does not become affected by the spell.)
Minor demons, minor powers and such may remain in the field but take damage as per saving throws above. The spell also curses all these beings, giving them a -2 to all attacks, saving throws, a -5 to morale, and a -20% to all henchmen serving a main character that has his henchmen present.
All others aligned with the priest are healed for 1d4+1 points per level of the caster, and receive a blessing from the deity for aiding their servant. A +2 is added to all attacks, and a +5 is added to morale, as well as an additional 15% is added to all henchmen's loyalty base for characters in the field that are aligned with the priest, and have henchmen present.
Each round the spell is cast, Priest must make Constitution check to see if spell is maintained. A -1 is added for each round the spell is in place after it has been sustained for 5 rounds. In order for the spell to go off, a System shock must be rolled at -15%. If failed, the spell doesn't go off.
A priest attempting to cast this spell is asking their deity to intervene against enemies of their cause on the Prime Material Plane. The priest is essentially a vessel for his deity’s power to smite their enemies of their servants. In essence the priest's entire life force becomes the weapon. (Range per level, damage per level, etc.)
If this spell is cast as the center of a combine spell, the range is increased to the total cumulative levels times 50 feet for the radius. (I.e. a 15th-level priest is centered in the combine spell, there are five 5th-level priests casting the combine. The range would be figured as 35th-level priest.)
Notes: Very rare spell; Quest spells are rarely granted, except in extreme times of need.