Tamorak's 'Arrest' (3.5e Spell)

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Tamorak’s arrest
Transmutation, Abjuration
Level: Sor/Wiz 7
Components: V, S, F
Casting time: Standard
Range: Close (25ft+5ft/level)
Duration: 1 round/ caster level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

With a wave of your hand and a mighty shout, you can stop all movement in the area. Subjects cannot move, cease to age, are immune to all effects that allow a Fortitude or will save, no longer decompose, and are barely aware of their surroundings. Fireballs and the like stop in mid explosion, arrows hang in mid-air, and bodies remain trapped in mid-fall.

After the spell is cast, new effects and creatures may enter the area, and may interact with trapped creatures or objects. Any mass affected by the spell that weighs more than 1lb becomes entirely immovable. Light Objects that are moved continue to move at a very slow speed until they run out of kinetic energy, at witch point they once again cease to move.

Affected gases and similar effects become inert, fire is cool to the touch, acid no longer reacts, radioactive materials cease to emit particles, and so on. The time spent in the spell's area does not count toward the duration of spells and abilities.

Affected creatures can be attacked, but are not actually damaged until the spell's duration ends, at which point all damage "catches up with them", all at once, which could result in death from massive damage. After the spell ends, mass loses the inertia that it originally had: things in midair simply fall as if they had been placed there, falling damage is recalculated from the new height the mass now occupies. Rays, Fireballs, and similar effects are manifestations of pure kinetics, without the presence of inertia, and therefore continue on their set path after the spell ends.

Focus: A specially prepared wand made of willow and silver, worth 100gp

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