Cleric 2
Range. 0
Duration. Special
Area of Effect. Special
Alteration
Components. V, S, M
Casting Time. 3s
Saving Throw. None
By means of a withdraw spell, the cleric effectively alters the flow of time with regard to himself or herself.
While but 1 segment of time passes for those not affected by the spell, the cleric is able to spend 1 round of time in contemplation.
The base spell duration is 2 segments (2 rounds, from the cleric's point of view), and the cleric adds 1 additional increment of time for each level of experience he or she possesses. Thus, at the 5th level of experience, the spell caster could spend up to 6 rounds cogitating on some matter while but 6 segments of time passed for all others. (The DM must allow the spell caster 1 minute of real time per segment to ponder some problem or question. No discussion with non-affected characters is permitted.)
Note that while affected by the withdraw spell, the cleric can perform only these particular acts: the casting of an augury spell, any curing or healing spells, or any informational spells — and all such spells can only be cast upon the cleric himself or herself. The casting of any of these spells in a different fashion (e.g., a cure light wounds bestowed upon a companion) will cause the magic of the withdraw spell to cease.
Similarly, the cleric who is affected by the withdraw spell cannot walk or run, become invisible, or otherwise engage in actions other than thinking, reading, and the like.
The withdrawn cleric can be affected by the actions of others while under the influence of this spell, and any attack upon the cleric which succeeds will break the spell.