Battletide (Priest Spell)

This spell slows all beings within a 20-foot spherical radius centered on the caster except the caster. Affected beings move and attack at halfspeed. (The spell affects beings within the radius of effect at the time of casting, not creatures who later come within range of the caster during the duration of the spell.) Beings affected by the spell remain slowed even if they move beyond the original area of effect of the spell.
The magic transfers the energy it steals from its victims to the caster, who is hasted for the spell duration without any of the aging effects of a haste spell. The caster moves at double his or her normal movement rate and makes physical attacks twice as fast (that is, a being who attacks once per round would attack twice—first in the round and then last). Battletide does not allow spellcasting to be hastened.
All beings within range of the caster are allowed to make saving throws vs. spell once a round to avoid, or instantly break free of, the battletide. The spell ends entirely when the last victim escapes its effects or at the end of its duration. On the first round, the saving throw to avoid battletide's effects is made at a - 6 penalty; on the second, at a -5 penalty; on the third, at a - 4 penalty, and so on.
The material component of this spell is a piece of cobweb, human hair, or silk thread as long as the caster's hand.
Notes: Granted by the evil gods Bane, Cyric, and the lesser power Iyachtu Xvim, son of Bane, of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells
Category:Spells from Priest's Spell Compendium