Zildjian's Energy Field
(Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  6
Area of Effect:  10-foot square per level
Saving Throw:  Special

Zildjian's energy field is a spell similar to the various Wall spells and also to the various Otiluke's screens. The spell creates a shimmering energy field. The field can be between 1 and 10 feet thick and encompasses up to 10 square feet per level of the spell caster. The spell caster specifies the dimensions and may adjust them to fit the required area, but with a minimum of 1 foot on each side. At least one side of the field must contact a solid or liquid surface, though not necessary the bottom side. All of the energy fields are permanent, unless dispelled, disintegrated, anti-magiced, cancelled or annihilated. The spell caster can also bring them down at will, either permanently or for a specified amount of time. A knock spell cast by a magic-user four or more levels higher than the original caster will bring down the field for 1 round (cf. wizard lock). The four different types of fields and their effects are noted below.
Violet Field - This field causes a more powerful version of the sleep spell to affect anyone coming in contact with the field. All creatures with up to 10 HD are immediately put to sleep for 1 turn per level of the spellcaster, no saving throw. All creatures with over 10 HD are immune to this spell as are undead and creatures that never sleep (DM's discretion). The material component for this field is a small amount of sand sprinkled as the spell is cast.
Red Field - This field is a searing wall of flames, doing 1d4+2 points of damage per level of the spell caster to any who come in contact with it. A successful saving throw versus spell reduces the damage to half. The material component for this field is a small vial of flammable oil. If oil of fiery burning is used as the material component, the damage becomes 1d6+2 HP per level.
Green Field - This field is a wall of poisonous energy. All who come in contact with this field must save versus poison or be affected by the field. The precise effects depend on the type of poison used as the material component. The spell requires 3 drops of any poison. All saving throw modifiers are added on for particularity weak or deadly poisons.
Blue Field - This protective field acts as a wall of force in preventing anything from penetrating it and further does 1d4 points of electrical damage per level of the caster to anyone touching it. Characters in metal armour take one additional hit point per die of damage. A successful saving throw reduces the damage by half.
The material components are a small glass bead and a bit of fur.


