Unholy Presence
(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 (any) evil 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 dependent on the alignment of the priest, as well as his strength of faith. Rust, midnight blue, and blood-red are taken for lawful, neutral and chaotic aligned clerics respectively. These colours are ethereal, wispy, and pale, as if the image were made of smoke or flame.
The first, immediate, effects are ones that take place to affect undead. A maximum 25 HD of undead may be affected: lowest first, and any fraction left over can still affect the next creature if at least half of its Hit Dice can be affected. The following effects take place:
	All undead are immediately restored to full hit points (and PSPs, if applicable), and they receive a bonus amount of points equal to the caster's level as a reserve from which to subtract future damage first as well.
	All mindless undead, even should they have had instructions from a previous, higher-level priest, follow the caster for the duration of the spell. The are controlled by mental contact: any sentient undead are compelled to bodyguard the caster. However, they are free to act in their own will underneath this one restriction.
	While bathed in the light of the unholy presence, all the undead fight at +2 to-hit and inflict an extra amount of damage equal to half the caster's level.
Next, the general effects of the spell 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:
	Diametrically opposite aligned opponents take immediate damage at the rate of 5d4 plus the caster's level every round, and will continue to do so until they either leave the area of effect, 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 good, but not diametrically opposite, still take damage, but only when the spell is initially cast: 3d6 plus the caster's level in damage the first complete round the spell is in effect.
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. Diametrically opposed have a penalty of 20%, identical alignments have a penalty of 5%, all others 10%. For example: a neutral evil priest casts unholy presence. A chaotic good warrior with an intelligent sword bestowing 15% MR is penalized 10%, and is therefore effectively 5% to break the 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.
Two diametrically opposing presences with overlapping areas of effect cause a vortex to consume all matter contained therein within a fraction of a second. Also, they cause a 10% chance that one of the involved deities will send an envoy to investigate such a major disturbance. If each side successfully sends such an entity, the event could become highly escalated. Any other two presences may overlap, combining or cancelling their benefits and penalties.

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.

