Planescape Campaign
Entropy Shield
Abjuration
Level: Cleric 6Components: V,S,M
Casting Time: 1 Standard Action
Range: /
Effect / Target: Self
Duration: 1 round / level
Saving Throw: N/a
Spell Resistance: N/a
This potent defense surrounds the caster in a chaotic maelstrom of energy and demimatter that blocks or deflects many attacks.The entropy shield extends about two feet in all directions from the caster’s body. The warping effect of the field causes any melee or hand-to-hand attacks to miss 50% of the time – even if the roll allows an attack to continue, the caster gains a +2 bonus to his Armor Class. Normal missiles or hurled weapons miss automatically as the shield deflects them from the caster. Even magical missile attacks (magic missile, melf’s acid arrow, etc), siege engines, and giant-thrown boulders may be deflected as if they were hand-to-hand attacks.
Against spells or effects that produce energy, gas, or other physical attack forms (fireball, lightning bolt, cloudkill and other such spells) the entropy shield provides a 50% chance that the attack simply does not affect the protected priest. Even if the harmful energy or matter penetrates the shield, the caster gains a +2 bonus on his saving throw. This does not cause a spell to fizzle or fail; a priest standing in the middle of a fireball is simply not touched by the spell, which will inflict normal damage on anyone else in the area of effect.
In addition to its defensive benefits, the entropy shield has the ability to repel normal or giant-sized animals and creatures of lawful alignment. Any such creature attempting to attack the shielded priest in hand-to-hand combat must roll a will save at the end of the round. If the creature fails, it recoils from the priest and cannot attack him physically for the remainder of the spell’s duration.