Protection from EvilSource PRPG Core Rulebook pg. 327 School abjuration [good]; Level adept 1, arcanist 1, bloodrager 1, cleric 1, inquisitor 1, medium 1, oracle 1, paladin 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1CastingCasting Time 1 standard action Components V, S, M/DFEffectRange touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance no; see textDescriptionThis spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.Mythic Protection from EvilSource Mythic Adventures pg. 105 The bonuses to AC and on saves increase to +4. Any evil creature attempting to possess or exercise mental control over the target must attempt a Will save against this spell. If it fails, the creature takes 1d6 points of damage per 2 caster levels (maximum 5d6) from mental feedback. An evil creature that uses spell resistance to bypass the spell’s protection against contact must successfully save or take this damage once each round it attacks the protected target. Protection from ChaosSource PRPG Core Rulebook pg. 327 School abjuration [lawful]; Level adept 1, arcanist 1, bloodrager 1, cleric 1, inquisitor 1, medium 1, oracle 1, paladin 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1CastingCasting Time 1 standard action Components V, S, M/DFEffectRange touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance no; see textDescriptionThis spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.Mythic Protection from ChaosSource Mythic Adventures pg. 104 As mythic protection from evil, except against chaotic creatures. Protection from Chaos, CommunalSource Ultimate Combat pg. 240 School abjuration [lawful]; Level arcanist 2, cleric 2, inquisitor 2, oracle 2, paladin 2, sorcerer 2, summoner 2, summoner (unchained) 2, warpriest 2, wizard 2CastingCasting Time 1 standard action Components V, S, M/DFEffectRange touch Targets creatures touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance noDescriptionThis spell functions like protection from chaos, except you divide the duration in 1-minute intervals among the creatures touched. Protection from Evil, CommunalSource Ultimate Combat pg. 240 School abjuration [good]; Level arcanist 2, cleric 2, inquisitor 2, oracle 2, paladin 2, sorcerer 2, summoner 2, summoner (unchained) 2, warpriest 2, wizard 2CastingCasting Time 1 standard action Components V, S, M/DFEffectRange touch Targets creatures touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance noDescriptionThis spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. Protection from GoodSource PRPG Core Rulebook pg. 328 School abjuration [evil]; Level adept 1, antipaladin 1, arcanist 1, bloodrager 1, cleric 1, inquisitor 1, medium 1, oracle 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1CastingCasting Time 1 standard action Components V, S, M/DFEffectRange touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance no; see textDescriptionThis spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.Mythic Protection from GoodSource Mythic Adventures pg. 105 As mythic protection from evil, except against good creatures. Protection from Good, CommunalSource Ultimate Combat pg. 240 School abjuration [evil]; Level antipaladin 2, arcanist 2, cleric 2, inquisitor 2, oracle 2, sorcerer 2, summoner 2, summoner (unchained) 2, warpriest 2, wizard 2CastingCasting Time 1 standard action Components V, S, M/DFEffectRange touch Targets creatures touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance noDescriptionThis spell functions like protection from good, except you divide the duration in 1-minute intervals among the creatures touched. Protection from LawSource PRPG Core Rulebook pg. 328 School abjuration [chaotic]; Level adept 1, antipaladin 1, arcanist 1, bloodrager 1, cleric 1, inquisitor 1, medium 1, oracle 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1CastingCasting Time 1 standard action Components V, S, M/DFEffectRange touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance no; see textDescriptionThis spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by lawful creatures. The target receives a new saving throw against control by lawful creatures and lawful summoned creatures cannot touch the target.Mythic Protection from LawSource Mythic Adventures pg. 105 As mythic protection from evil, except against lawful creatures. Protection from Law, CommunalSource Ultimate Combat pg. 240 School abjuration [chaotic]; Level antipaladin 2, arcanist 2, cleric 2, inquisitor 2, oracle 2, sorcerer 2, summoner 2, summoner (unchained) 2, warpriest 2, wizard 2CastingCasting Time 1 standard action Components V, S, M/DFEffectRange touch Targets creatures touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance noDescriptionThis spell functions like protection from law, except you divide the duration in 1-minute intervals among the creatures touched.
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