Holy Sermon
(Invocation)
Reversible
Level: Quest spell
Sphere: All, Protection
Range: Special
Components: V, S
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
The priest that initiates this spell starts by uttering a small prayer to their deity. Once said, the priest calls out to all who can see or hear him. The sermon is one that inspires courage, restores hope, and lifts the spirits of the weak and down trodden. Any who can see the priest fall under the spell, and begin to hear the priest. The volume grows for those further away for each round until all hear the priest as if he was speaking directly to them from only a few feet away. The sermon does not have to be specific, however it must concern the teachings of the deity, or how the follower's faith will overcome their adversaries. This spell affects all whom are in view of, or come into view of the priest.
This spell can last for no less than 5 rounds to the full 2 turns. The effects are raised based on the duration of the sermon. If any being, aligned with the priest, or considered a friend, (I. e. fellow party member, or any good alignment) need not make a save. Any being not aligned must save vs. spell to not receive the effects.
This spell inflicts no damage to evil, or other types of beings present. However, if they fail their saving throw, they immediately become dejected, and disenchanted with their way of life. For each round they are exposed to the sermon, their morale drops by 1. The second round they question their mission. Thirdly, they question their own motives. The DM dictates these feelings felt by the beings affected. If they are exposed to the entire sermon, (2 turns), they must roll a save vs. death, or suffer an alignment change one degree toward the direct opposite alignment, although moving closer to that of the caster (CE to LG, or towards CG, etc.) Of course, demons, demipowers, etc, are not affected by this spell.
For good aligned beings, they become bolstered, courageous, and empowered to defeat their enemies. Each round they are listening to the spell, the feelings grow. By the end of 5 rounds, they come under the power equal to a bless spell (gaining a +1). This +1 is added to attack, damage, saving throws, and morale. By the end of the first turn, they receive a +2. By the full two turns, they are at +4, and have a protection from evil spell cast upon all of them.
The mass that views the sermon cannot be attacked or disturbed. This will break the spell, as a mass of beings will react adversely. This spell is best cast before any combat to take place.
Notes: Quest spells are rarely granted to priest except during the most dire or important events.