Presence of Entropy
(Abjuration, Enchantment/Charm)(Combat, Guardian, Protection, Sun)

Range:  20 feet
Components:  V, S, M
Duration:  7 rounds
Casting Time:  5 rounds
Area of Effect:  30-foot + 1-foot per level radius sphere
Saving Throw:  Special

This spell can be cast only by a priest of chaotic neutral alignment.
It generates a brilliantly radiant image of the casting priest's holy symbol. No matter from which direction the image is seen, it always appears to be viewed from the front. Creating the image requires a powdered gem of not less than 25,000 gp value, which is consumed entirely. The colour of the symbol is orange; the intensity is dependent on the priest's strength of faith. This colour is ethereal, wispy, and pale, as if the image were made of smoke or flame.
A neutral priest cannot affect the undead with this spell, but there are a number of general effects that take place. A maximum of 30 HD of living opponents can be affected: lowest first, and a fraction left over still affects the next creature if at least half of that creature's Hit Dice can be affected. This affects the living as follows:
•	Lawful evil or lawful good aligned opponents take immediate damage at the rate of 4d6 plus the caster's level every round, and will continue to do so until they either leave the area of effect, or the spell expires or is dispelled. The affected know what is causing the damage unless under charm or feeblemind or something like that.
•	Those who are lawful neutral, neutral good or neutral evil still take damage, but only when the spell is initially cast: 3d4 plus the caster's level in damage the first complete round the spell is in effect.
•	Those who are true neutral, chaotic good or chaotic evil in alignment take 3d6 damage when the spell is cast.
Additionally, the caster can choose two of the following additional effects to take place:
•	The caster is given +2 to everything: to-hit, damage, Armour Class, saving throws, checks, turning, etc. Those with a bow have unerring aim with normal shots, called shots get a 0 penalty. Anyone attacking the casting priest while the spell is in effect suffers a -1 to-hit and a +1 Armour Class penalty.
•	Any opponent with magic resistance loses some of its magic resistance in order to break this spell. Chaotic evil or chaotic good creatures have a penalty of 15%, identical alignments have a penalty of 5%, all others 10%. For example: a lawful evil demon of 25% MR is penalized 15%, and is therefore effectively 10% magic resistant for the breaking of this spell.
•	Any other spell, or item used to give a spell effect, cast or used by the priest at this time does maximum effect. Some may even be doubly effective, as determined by the DM.
•	No outer planar creature may enter the area of effect unless its alignment matches that of the caster. This spell operates on the astral and ethereal plane, and on the first layer of all the outer planes, at reduced efficiency to be determined by the DM.

•	An opposing priest of at least 4 levels higher than the caster is able to dispel another presence in effect, by casting his own version of the presence spell.
A few notes: the spell does take into account that people of differing alignments may make up the caster's party, and they are counted as allies and friends of the caster. On this point, the spell only acts against those who were counted as foes by the caster at the moment the casting of the spell is complete. Anyone who was in the caster's party is exempt from the spell, even should they turn on the party while the spell is in effect.
Also, it may be that the spell will fail those who have been less devout in their practices. Either the spell may not work at all, or it might backfire and affect those of his own alignment doubly, or something like that. Increase the chance of being noticed by the deity to 5% while this spell is in effect - things would have to be pretty serious to cause such a casting, or the priest is showing off and needs chastisement. The material component of this spell is the caster's holy symbol.

