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Abjuration (divine)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 53.08 KB  |  hits: 43  |  expires: Never
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  1. Suspend Disease
  2. Abjuration
  3. Level: Clr 1, Drd 1, Sor/Wiz 1
  4. Components: V, S, M
  5. Casting Time: 1 action
  6. Range: Touch
  7. Target: One creature
  8. Duration: 24 hours
  9. Saving Throw: Fortitude negates
  10. (harmless)
  11. Spell Resistance: Yes (harmless)
  12. This spell keeps a disease already infecting the subject from harming him for that day. The disease is in no way cured, and the subject cannot make a save to throw off the disease.
  13. Casters who intend to cast spells with a disease component find this spell particularly useful.
  14. Material Component: A drop of bile.
  15.  
  16. RESURGENCE
  17. Abjuration
  18. Level: Blackguard 1, cleric 1, paladin 1
  19. Components: V, S, DF
  20. Casting Time: 1 standard action
  21. Range: Touch
  22. Target: Creature touched
  23. Duration: Instantaneous
  24. Saving Throw: Will negates (harmless)
  25. Spell Resistance: Yes (harmless)
  26. By laying hands on a creature and saying a brief prayer, you can convince a higher power to grant a second chance to one of your allies. The target of resurgence can make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person, a chaos beast’s corporeal instability, or the sickening effect (but not the damage) from unholy blight. If the target of resurgence is subject to more than one ongoing magic effect, the target chooses one of them to retry the save against. If the subject succeeds at the saving throw on the second attempt, the effect ends immediately. Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by the spell, spell-like ability,
  27. or supernatural ability.
  28. If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), then resurgence won’t help the subject recover.
  29.  
  30. Protection from Possession
  31. Abjuration
  32. Level: Brd 1, Bone Collector 1, Clr 1, Ghost 1, Pal 1, Sor/Wiz 1
  33. Components: V, S, M/DF
  34. Casting Time: 1 action
  35. Range: Touch
  36. Target: Creature touched
  37. Duration: 10 minutes/level
  38. Saving Throw: None
  39. Spell Resistance: No
  40. This spell wards a creature against mental control and possession attempts. The spell blocks any attempt to possess the warded creature (as by a magic jar attack or certain ghost feats) or to exercise mental control over the creature (as by a vampire’s supernatural domination ability, which works similarly to dominate person).
  41. The protection does not prevent a vampire’s domination itself, but it prevents the vampire from mentally commanding the protected creature. If the protection from possession effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature. Likewise, the spell keeps out a possessing life force, but does not expel one if it is in place before the spell is cast.
  42. Arcane Material Component: A bit of powdered silver, which is used to mark the forehead of the target creature.
  43.  
  44. Conviction
  45. Abjuration
  46. Level: Clr 1
  47. Components: V, S, M
  48. Casting Time: 1 standard action
  49. Range: Touch
  50. Target: Creature touched
  51. Duration: 1 min./level
  52. Saving Throw: Will negates (harmless)
  53. Spell Resistance: Yes (harmless)
  54. This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on all saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).
  55. Material Component: A small parchment with a bit of holy text written upon it.
  56.  
  57. Favorable Sacrifice
  58. Abjuration
  59. Level: Clr 1
  60. Components: V, S, M
  61. Casting Time: 1 standard action
  62. Range: Touch
  63. Target: Creature touched
  64. Duration: 1 hour/level
  65. Saving Throw: Will negates (harmless)
  66. Spell Resistance: Yes (harmless)
  67. The subject receives the protection of a divine power commensurate with the value of the expended material component.
  68. Only one of the benefits listed below applies per casting of this spell; they do not stack.
  69. Sacrifice     Benefit
  70. 1,000 gp      Damage reduction 10/magic; resistance to acid 10, cold 10, electricity 10, fire 10, sonic 10; spell resistance 10
  71. 5,000 gp      Damage reduction 15/magic; resistance to acid 15, cold 15, electricity 15, fire 15, sonic 15; spell resistance 15
  72. 25,000 gp     Damage reduction 20/magic; resistance to acid 20, cold 20, electricity 20, fire 20, sonic 20; spell resistance 20
  73. Material Component: Gems worth a total of 1,000 gp, 5,000 gp, or 25,000 gp.
  74.  
  75. Resist Planar Alignment
  76. Abjuration
  77. Level: Cleric 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
  78. Components: V, S, DF
  79. Casting Time: 1 standard action
  80. Range: Touch
  81. Target: Creature touched
  82. Duration: 10 min./level
  83. Saving Throw: Fortitude negates (harmless)
  84. Spell Resistance: Yes (harmless)
  85. This abjuration grants a creature limited protection from a plane’s alignment traits. When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma check that mildly aligned planes impose on visitors of opposed alignments. The Charisma, Wisdom and Intelligence check penalties associated with strongly aligned planes are halved while this spell’s duration lasts.
  86.  
  87. CLOAK OF SHADE
  88. Abjuration
  89. Level: Cleric 1, druid 1
  90. Components: V, S, DF
  91. Casting Time: 1 standard action
  92. Range: Touch
  93. Target: Creature touched
  94. Duration: 1 hour/level (D)
  95. Saving Throw: None
  96. Spell Resistance: Yes (harmless)
  97. The subject is wrapped in an envelope of perfect shade.
  98. Inside the cloak, the temperature is one band lower than the actual temperature (see Heat Dangers, page 12), but the spell has no effect on unearthly or hotter heat, nor does it offer any protection against fire damage. The target is treated as though it is in shade, thereby protected from sunburn, able to begin recovering from sun glare, and able to begin healing nonlethal damage taken from exposure to heat.
  99. Cloak of shade has no effect on light, daylight, sunburst, and similar magical light effects, and it offers no protection from damage that creatures vulnerable to sunlight might take from the sun.
  100.  
  101. BENEDICTION
  102. Abjuration
  103. Level: Cleric 2, paladin 2
  104. Components: V, S, DF
  105. Casting Time: 1 full round
  106. Range: Touch
  107. Target: Creature touched
  108. Duration: 10 minutes/level or until discharged
  109. Saving Throw: Will negates (harmless)
  110. Spell Resistance: Yes (harmless)
  111. You grant your comrade the luck of the gods.
  112. With this spell, you can grant another creature a +2 luck bonus on all saving throws. If the subject is also under another effect that grants saving throw bonuses, the effects stack. In addition, at any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before finding out whether it succeeds or fails. The higher of the two rolls applies. Once this option is exercised, the spell ends immediately.
  113. Unlike most touch spells, benediction cannot be used on yourself. Its effects are for the benefit of others only.
  114.  
  115. BODY WARD
  116. Abjuration
  117. Level: Cleric 2, druid 2
  118. Components: V, S, DF
  119. Casting Time: 1 standard action
  120. Range: Touch
  121. Target: Creature touched
  122. Duration: 1 minute/level or until expended
  123. Saving Throw: Will negates (harmless)
  124. Spell Resistance: Yes (harmless)
  125. Your comrade's body grows denser and stronger beneath your touch.
  126. You grant the subject a limited resistance to ability damage. You choose one of the three physical ability scores—Strength, Dexterity, or Constitution—when you cast the spell. Body ward absorbs the next 5 points of damage dealt to that ability score, regardless of its source. If, for instance, an ally you had warded against Strength damage were subsequently poisoned for 6 points of Strength damage, she would take only 1 point. The spell lasts until its duration expires, or until the 5 points of protection are used up, whichever comes first.
  127. When cast multiple times upon the same subject, body ward has a synergistic effect. If you use it to affect two physical abilities simultaneously, it wards each against 8 points of damage. If you use it to affect all three physical abilities at once, it wards each against 10 points of damage.
  128. To achieve this synergy, the multiple castings must occur in subsequent rounds. The benefits from multiple castings of body ward that protect the same ability score do not stack.
  129.  
  130. LIGHT OF FAITH
  131. Abjuration [Good]
  132. Level: Cleric 2
  133. Components: V, S, DF
  134. Casting Time: 1 swift action
  135. Range: Touch
  136. Target: Holy symbol touched
  137. Duration: 1 round/level, or until discharged
  138. Saving Throw: None
  139. Spell Resistance: No
  140. A warm, comforting glow surrounds your holy symbol, renewing your faith and causing the wicked monsters before you to recoil in fear.
  141. This spell grants you a sacred (if you are good or neutral) or profane (if you are evil) bonus equal to one-half your divine caster level (maximum +5) on your next turning check.
  142.  
  143. SOUL WARD
  144. Abjuration
  145. Level: Cleric 2, druid 2
  146. Components: V, S, DF
  147. Casting Time: 1 standard action
  148. Range: Touch
  149. Target: Creature touched
  150. Duration: 1 minute/level or until discharged
  151. Saving Throw: Will negates (harmless)
  152. Spell Resistance: Yes (harmless)
  153. Your comrade's thoughts and feelings meld with yours, each bolstering the other, through the touch of your hand.
  154. This spell functions like body ward, except that you choose one of the three mental abilities—Intelligence, Wisdom, or Charisma—rather than a physical ability to be affected.
  155.  
  156. Delay Manifestation
  157. Abjuration [Ectomancy]
  158. Level: Clr 2, Sor/Wiz 3
  159. Components: V, S
  160. Casting Time: 1 action
  161. Range: Touch
  162. Target: One living creature
  163. Duration: 1 hour/level
  164. Saving Throw: Will negates
  165. Spell Resistance: Yes
  166. You prevent the subject creature from manifesting as a ghost for the duration of the spell. If the subject dies, it appears on the Ethereal Plane as normal, but cannot enter the Material Plane while the spell is in effect. This spell works only on an ethereal ghost or a living creature with a physical body; it cannot be cast upon the body of someone who is already dead, because this spell affects a creature’s soul and a dead body has no soul to affect.
  167.  
  168. Ghost Lock
  169. Abjuration [Ectomancy]
  170. Level: Clr 2, Sor/Wiz 4
  171. Components: V, S
  172. Casting Time: 1 action
  173. Range: Close (25 ft. + 5 ft./2 levels)
  174. Target: One willing nonhumanoid
  175. Duration: 1 hour/level or until discharged
  176. Saving Throw: None
  177. Spell Resistance: No
  178. If the nonhumanoid subject creature dies while this spell is in effect, the creature’s soul does not immediately enter the realm of the dead, and it can instead attempt to enter the Material Plane as a ghost, just as if it were a type of creature (humanoid) normally capable of such. Once the creature becomes a ghost, it can remain so until the spell duration expires, at which time it immediately passes through the Veil of Souls to the True Afterlife. The creature may willingly do this before the duration expires.
  179.  
  180. Avoid Planar Effects
  181. Abjuration
  182. Level: Cleric 2, druid 2, sorcerer/wizard 3
  183. Components: V
  184. Casting Time: 1 standard action
  185. Range: 20 ft.
  186. Targets: One creature/level in a 20-ft.-radius burst centered on you
  187. Duration: 1 minute/level
  188. Saving Throw: None
  189. Spell Resistance: Yes (harmless)
  190. You gain a temporary respite from the natural effects of a specific plane.
  191. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.
  192. Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a water-dominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by avoid planar effects.
  193. In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane.
  194. The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait that some planes (such as Elysium and Hades) have.
  195. The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and non-natural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, but it won’t protect you if you walk into a pool of magma on that same plane.
  196.  
  197. INSIGNIA OF ALARM
  198. Abjuration
  199. Level: Bard 2, cleric 2, paladin 2
  200. Components: V, S, F
  201. Casting Time: 1 standard action
  202. Range: Long (400 ft. + 40 ft./level)
  203. Area: 400 ft. + 40 ft./level spread, centered on you
  204. Target: All wearers of special insignia within range
  205. Duration: Instantaneous
  206. Saving Throw: None
  207. Spell Resistance: Yes (harmless)
  208. This spell alerts all wearers of a specific insignia (see below) within range. Such creatures hear a single mental “ping” (as the alarm spell, page 197 of the Player’s Handbook) when this spell is cast.
  209. This spell requires significant preparation. Before using this spell you must forge specially crafted insignias.
  210. These can be crafted in the form of amulets, badges, rings, or any similar object, but each one must bear the same logo, crest, or symbol. Each insignia costs 10 gp. Militias, guilds, or churches within a city use this spell to call all its members together.
  211. Focus: A specially prepared insignia (see above).
  212.  
  213. PEACEFUL SERENITY OF IO
  214. Abjuration
  215. Level: Bard 2, cleric 2, druid 2
  216. Components: V
  217. Casting Time: 1 standard action
  218. Range: Close (25 ft. + 5 ft./2 levels)
  219. Target: One creature plus one additional creature/four levels, no two of which are more than 30 ft. apart
  220. Duration: 10 minutes
  221. Saving Throw: Will negates (harmless)
  222. Spell Resistance: Yes (harmless)
  223. You croon an ancient, wordless melody, and a sense of calm settles about those around you.
  224. You fill the subject with the peacefulness and balance of Io’s great
  225. Song, granting it a +4 morale bonus on Concentration checks, and saves against compulsions and fear effects for 10 minutes. If the subject is under the influence of compulsion or fear effects when receiving the spell, those effects are suppressed for the duration of the spell.
  226.  
  227. FREEDOM OF BREATH
  228. Abjuration
  229. Level: Cleric 2, druid 2, paladin 2, ranger 2
  230. Components: V, S, M
  231. Casting Time: 1 standard action
  232. Range: Touch
  233. Target: Creature touched
  234. Duration: 10 min./level
  235. Saving Throw: Will negates (harmless)
  236. Spell Resistance: Yes (harmless)
  237. The subject can breathe freely in conditions that ordinarily inhibit respiration,
  238. such as sandstorms. While freedom of breath is in effect, the subject does not make Constitution checks to avoid the onset of suffocation unless no breathable substance is available (such as for a human underwater or buried under sand). The spell also protects against stenches, such as those produced by a troglodyte or a stinking cloud spell. The subject does not have to make saves or checks against nausea and similar effects from strong odors. Freedom of breath also grants a +2 bonus on Fortitude saves and Constitution checks to resist poisonous vapors, such as those from a volcanic caldera or a cloudkill spell, for the duration of the spell.
  239. Material Component: A sliver of mica.
  240.  
  241. MAJOR RESISTANCE
  242. Abjuration
  243. Level: Brd 2, Clr 2, Drd 2, Pal 2,Sor/Wiz 2
  244. Components: V, S, M/DF
  245. Casting Time: 1 action
  246. Range: Touch
  247. Target: Creature touched
  248. Duration: 1 hour/level
  249. Saving Throw: Will negates (harmless)
  250. Spell Resistance: Yes (harmless)
  251. You imbue the subject with a strong magical energy that protects her from harm, granting a +3 resistance bonus on saves.
  252. Arcane Material Component: A miniature cloak of fine cloth.
  253.  
  254. BOLSTER AURA
  255. Abjuration
  256. Level: Cleric 3, paladin 4
  257. Components: V, S
  258. Casting Time: 1 standard action
  259. Range: Touch
  260. Target: Creature or object touched
  261. Duration: 10 minutes/level
  262. Saving Throw: Will negates (object)
  263. Spell Resistance: Yes (object)
  264. The divine aura that surrounds you begins to swell, sending off waves of faux power into the ether.
  265. By casting bolster aura, you make the aura of the target creature or object stronger, possibly causing other creatures to assume that the target is more powerful than it actually is. For every two caster levels you possess, the target of a bolster aura spell appears to have 1 Hit Die more than it actually does. If the target has no aura, then bolster aura has no effect.
  266.  
  267. LIGHT OF WISDOM
  268. Abjuration [Good]
  269. Level: Cleric 3
  270. Components: V, S, DF
  271. Casting Time: 1 swift action
  272. Range: Touch
  273. Target: Holy symbol touched
  274. Duration: 1 round/level, or until discharged
  275. Saving Throw: None
  276. Spell Resistance: No
  277. A cool, blue radiance pours forth from your extended holy symbol, increasing your power against the foul scourge of the undead.
  278. When you cast light of wisdom upon your holy symbol, your effective turning level increases by 1 per three caster levels. These bonus levels apply only for the purpose of determining the most powerful undead that your turning check can affect and whether or not the undead you turn are destroyed outright. The increase has no bearing on the amount of turning damage you deal with a successful turn attempt.
  279.  
  280. SUBDUE AURA
  281. Abjuration
  282. Level: Cleric 3, paladin 4
  283. Components: V, S
  284. Casting Time: 1 standard action
  285. Range: Touch
  286. Target: Creature or object touched
  287. Duration: 10 minutes/level
  288. Saving Throw: Will negates (object)
  289. Spell Resistance: Yes (object)
  290. The normally formidable aura that marks you as a servant of a higher power recedes, leaving few traces of your allegiance visible to creatures that can see such marks.
  291. This spell masks the target's aura, making it appear less powerful than it really is. For every two caster levels, the target of a subdue aura spell appears to have 1 fewer Hit Die than it really does.
  292. If the target has no aura, the spell has no effect
  293.  
  294. Cloak of Bravery
  295. Abjuration [Mind-Affecting]
  296. Level: Clr 3, Pal 2
  297. Components: V, S
  298. Casting Time: 1 standard action
  299. Range: 60 ft.
  300. Area: 60-ft.-radius emanation centered on you
  301. Duration: 10 minutes/level
  302. Saving Throw: Will negates (harmless)
  303. Spell Resistance: Yes (harmless)
  304. All allies within the area (including you) gain a morale bonus on saving throws against fear effects equal to your caster level (max +10).
  305.  
  306. Shield of Warding
  307. Abjuration
  308. Level: Clr 3, Pal 2
  309. Components: V
  310. Casting Time: 1 standard action
  311. Range: Touch
  312. Target: One shield or buckler
  313. Duration: 1 minute/level
  314. Saving Throw: Will negates (object, harmless)
  315. Spell Resistance: No
  316. The touched shield or buckler grants its wielder a +1 sacred bonus on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus only applies when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).
  317.  
  318. Glyph of Turning
  319. Abjuration
  320. Level: Clr 3
  321. As glyph of warding, except that instead of a spell effect or a blast of energy, the spell unleashes a burst of positive or negative energy, depending on whether you channel positive or negative energy. When you cast this spell, it uses one of your turning attempts for the day. If you have a feat or special ability that alters your turning check (such as Empower Turning), you may apply that modifier to the turning or rebuking stored in the glyph.
  322. When the glyph is triggered, the turning or rebuking attempt functions as if you were making the turning roll. A successful turning or rebuking attempt causes the undead to flee the glyph. If the result is that the undead are commanded, they guard the area of the glyph for 24 hours and then are released from the effects of the command. The commanded undead do not serve you.
  323.  
  324. RESIST TAINT
  325. Abjuration
  326. Level: Cleric 3, druid 3, paladin 3, ranger 3, sorcerer/wizard 3
  327. Components: V, S, DF
  328. Casting Time: 1 standard action
  329. Range: Touch
  330. Target: Creature touched
  331. Duration: 10 min./level
  332. Saving Throw: Fortitude negates (harmless)
  333. Spell Resistance: Yes
  334. This spell grants a +4 resistance bonus on saving throws made to resist acquiring taint.
  335.  
  336. PROTECTION FROM NEGATIVE ENERGY
  337. Abjuration
  338. Level: Cleric 3
  339. Components: V, S
  340. Casting Time: 1 standard action
  341. Range: Touch
  342. Target: Living creature touched
  343. Duration: 10 min./level
  344. Saving Throw: Will negates (harmless)
  345. Spell Resistance: Yes (harmless)
  346. The warded creature gains partial protection against negative energy effects. Subtract 10 from the hit point damage dealt by any negative energy effect (such as inflict spells) that affects the warded creature.
  347. Negative energy effects that don’t directly deal hit point damage (such as energy drain) affect the target normally.
  348.  
  349. PROTECTION FROM POSITIVE ENERGY
  350. Abjuration
  351. Level: Cleric 3
  352. Components: V, S
  353. Casting Time: 1 standard action
  354. Range: Touch
  355. Target: Undead creature touched
  356. Duration: 10 min./level
  357. Saving Throw: Will negates (harmless)
  358. Spell Resistance: Yes (harmless)
  359. The warded creature gains partial protection against positive energy effects. Subtract 10 from the hit point damage dealt by any positive energy effect (such as cure spells) that affects the warded creature.
  360. Positive energy effects that wouldn’t deal hit point damage to the target (such as turning attempts) affect the target normally.
  361.  
  362. SHELTERED VITALITY
  363. Abjuration
  364. Level: Cleric 3, druid 4
  365. Components: V, S, DF
  366. Casting Time: 1 standard action
  367. Range: Touch
  368. Target: Living creature touched
  369. Duration: 1 min./level
  370. Saving Throw: Fortitude negates (harmless)
  371. Spell Resistance: Yes (harmless)
  372. The subject gains immunity to fatigue, exhaustion, and ability damage or drain (regardless of the source).
  373.  
  374. Conviction, Legion’s
  375. Abjuration
  376. Level: Clr 3
  377. Range: Medium (100 ft. + 10 ft./level)
  378. Targets: Allies in a 20-ft.-radius burst
  379. This spell functions like conviction, except that it affects multiple allies at a distance.
  380.  
  381. Mantle of Chaos
  382. Abjuration [Chaos]
  383. Level: Cleric 3
  384. Components: V, S, M/DF
  385. Casting Time: 1 standard action
  386. Target: You
  387. Duration: 10 min./level (D)
  388. Saving Throw: None
  389. Spell Resistance: Yes
  390. Flickering yellow chaotic energy surrounds you.
  391. This power grants you spell resistance 12 + caster level against spells with the lawful descriptor.
  392.  
  393. Mantle of Good
  394. Abjuration [Good]
  395. Level: Cleric 3, paladin 3
  396. This spell functions like mantle of chaos, except that you are surrounded by shimmering white holy energy, and mantle of good grants spell resistance against spells with the evil descriptor.
  397.  
  398. Mantle of Law
  399. Abjuration [Law]
  400. Level: Cleric 3, paladin 3
  401. This spell functions like mantle of chaos, except that you are surrounded by constant blue lawful energy, and mantle of law grants spell resistance against spells with the chaotic descriptor.
  402.  
  403. Protection from Negative Energy
  404. Abjuration
  405. Level: Cleric 3
  406. Components: V, S
  407. Casting Time: 1 standard action
  408. Range: Touch
  409. Target: Living creature touched
  410. Duration: 10 min./level
  411. Saving Throw: Will negates (harmless)
  412. Spell Resistance: Yes (harmless)
  413. The warded creature gains partial protection against negative energy effects. Subtract 10 from the hit point damage dealt by any negative energy effect (such as an inflict spell) that affects the warded creature.
  414. Negative energy effects that don’t directly deal hit point damage (such as energy drain) affect the target normally.
  415.  
  416. Protection from Positive Energy
  417. Abjuration
  418. Level: Cleric 3
  419. Components: V, S
  420. Casting Time: 1 standard action
  421. Range: Touch
  422. Target: Undead creature touched
  423. Duration: 10 min./level
  424. Saving Throw: Will negates (harmless)
  425. Spell Resistance: Yes (harmless)
  426. The warded creature gains partial protection against positive energy effects.
  427. Subtract 10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that affects the warded creature.
  428. Positive energy effects that don’t deal hit point damage to the target (such as turning) affect the target normally.
  429.  
  430. INSIGNIA OF WARDING
  431. Abjuration
  432. Level: Cleric 3, paladin 3
  433. Components: V, S, F
  434. Casting Time: 1 standard action
  435. Duration: 1 min./level
  436. Saving Throw: Will negates (harmless)
  437. Spell Resistance: Yes (harmless)
  438. This spell works just like insignia of alarm except the insignia wearers also gain a +1 divine bonus to AC and on Fortitude saves.
  439.  
  440. PROTECTION FROM DESICCATION
  441. Abjuration
  442. Level: Cleric 3, druid 2, ranger 2, sorcerer/wizard 3, Summer 3
  443. Components: V, S, DF
  444. Casting Time: 1 standard action
  445. Range: Touch
  446. Target: Living creature touched
  447. Duration: 10 min./level or until discharged
  448. Saving Throw: Fortitude negates (harmless)
  449. Spell Resistance: Yes (harmless)
  450. The warded creature gains temporary immunity to dehydration of any kind.
  451. While protected by the spell, the subject cannot become dehydrated even if it takes desiccation damage.
  452. Once the spell has prevented a total of 10 points of damage from dehydration per caster level (maximum 100 points), whether that damage is desiccation damage or nonlethal damage, it is discharged.
  453.  
  454. RESURGENCE, MASS
  455. Abjuration
  456. Level: Blackguard 3, cleric 4, paladin 3
  457. Range: Close (25 ft. + 5 ft./2 levels)
  458. Targets: One creature/level, no two of which can be more than 30 ft. apart
  459. This spell functions like resurgence, except that it affects multiple creatures. The spell grants a second save attempt against a single spell or ability chosen by the caster. If three of the your allies have been mind blasted by mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose either the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).
  460.  
  461. ALIGNED AURA
  462. Abjuration
  463. Level: Blackguard 4, cleric 4, paladin 4
  464. Components: V, S, DF
  465. Casting Time: 1 standard action
  466. Range: 20 ft. or 60 ft.
  467. Area: 20-ft. -radius emanation or 60-ft. -radius burst, centered on you
  468. Duration: 1 round/level or until discharged
  469. Saving Throw: Fortitude partial
  470. Spell Resistance: Yes
  471. A rush of divine energy flows through your holy symbol, infusing your body with the essence of the divine ethos.
  472. When you cast this spell, choose one non-neutral aspect of your own alignment—chaos, evil, good, or law. (If you are neutral, you can select whichever alignment you wish each time you cast this spell. ) You are immediately surrounded in a 20-foot aura of invisible energy associated with the chosen alignment component. Anyone in that area who shares that alignment component gains a bonus, and anyone with the opposed alignment component must make a Fortitude save or take a penalty. The values of these modifiers and the features to which they apply are given on the following table. These modifiers end when the affected creature leaves the spell's area.
  473. Alignment          Bonus                          Penalty
  474. Chaos              +1 on attack rolls             -1 on saving throws
  475. Evil               +1 on damage rolls             -1 to Armor Class
  476. Good               +1 on saving throws            -1 on attack rolls
  477. Law                +1 to Armor Class              -1 on damage rolls
  478. At any point before the duration expires, you can choose to unleash the spell's remaining power in a 60-foot burst that deals ld4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum IS points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately.
  479.  
  480. DAMPEN MAGIC
  481. Abjuration
  482. Level: Cleric 4
  483. Components: V, S, DF
  484. Casting Time: 1 standard action
  485. Range: Touch
  486. Target: Creature touched
  487. Duration: 1 round/level or until discharged (D)
  488. Saving Throw: Will negates (harmless)
  489. Spell Resistance: Yes (harmless)
  490. You can sense the fibers of magic around you. Reaching out, you pull them tight about your subject, creating an invisible cocoon of mystical forces.
  491. This spell surrounds the subject with a mystical field that dampens the effects of magic. While it is in effect, the enhancement bonus of any magic weapon used against the subject is lowered by 1. For instance, a +4 longsword would have only a +3 enhancement bonus on attack rolls and damage rolls when wielded against the subject. However, even if a weapon's enhancement bonus is reduced below +1, its masterwork bonus still applies.
  492. Similarly, every spell, spell-like ability, or supernatural ability that affects the subject—whether it is specifically targeted on the subject or merely includes the subject in its area—takes a -1 penalty to caster level and save DC.
  493. The subject of the spell can choose, as a move action, to lower this field to receive the full effects of beneficial spells, but doing so might leave him vulnerable until his next turn, since raising the effect again also requires a move action.
  494. Ongoing magical effects already in place on the subject when dampen magic is cast (such as bull's strength or the enhancement bonuses of its own equipment) are unaffected, but any item the subject picks up and any spell he receives after dampen magic is in effect are affected as normal.
  495. For every six caster levels above 7th that you possess, the spell reduces incoming effects by one additional point. Thus, if your caster level is 13th-18th, the reduction to the enhancement bonus of weapons and the caster levels and save DCs of spells used against the subject is 2, and if your caster level is 19th or higher, the reduction is 3.
  496. At any time when dampen magic has 5 or more rounds of duration left, the subject can render itself utterly immune to most magic for a brief period. The effect produced is an antimagic field (PH 200), which surrounds the subject to a radius of 5 feet. Divide the remaining rounds of duration by 5 and round down; the result is the number of rounds the antimagic effect lasts. Once that time expires, the spell ends, and once the antimagic field has been invoked, the original spell effect cannot be reinstated.
  497.  
  498. LIGHT OF PURITY
  499. Abjuration [Good]
  500. Level: Cleric 4
  501. Components: V, S, DF
  502. Casting Time: 1 swift action
  503. Range: Touch
  504. Target: Holy symbol touched
  505. Duration: 1 round/level, or until discharged
  506. Saving Throw: None
  507. Spell Resistance: No
  508. Your holy symbol gleams with a bright, white light that seems to cleanse the air around you of the foul stench emanating from your undead enemies.
  509. When you cast this spell on your holy symbol, your turning damage increases by ld6 per four divine caster levels you possess (maximum +5d6) on your next successful turning check.
  510.  
  511. MORAL FACADE
  512. Abjuration
  513. Level: Bard 3, cleric 4, paladin 4
  514. Components: V, S
  515. Casting Time: 1 standard action
  516. Range: Close (25 ft. + 5 ft/2 levels)
  517. Target: One creature or object
  518. Duration: 24 hours
  519. Saving Throw: Will negates (object)
  520. Spell Resistance: Yes (object)
  521. With an uttered incantation and a motion of your hand, you surround your target with a haze that prevents others from discerning its true nature.
  522. By casting this spell, you cloak the target in an effect that gives a false alignment reading to all divination spells. At the time of casting, you must designate the alignment that you wish the spell to reveal.
  523.  
  524. Antidragon Aura
  525. Abjuration
  526. Level: Clr 4, Sor/Wiz 4
  527. Components: V, S, M, DF
  528. Casting Time: 1 standard action
  529. Range: Close (25 ft. + 5 ft./2 levels)
  530. Targets: 1 creature/two levels, no two of which can be more than 30 ft. apart
  531. Duration: 1 minute/level
  532. Saving Throw: Will negates (harmless)
  533. Spell Resistance: Yes (harmless)
  534. All targets gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary,supernatural, and spell-like) of dragons. This bonus increases by +1 for every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).
  535. Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).
  536.  
  537. Contingent Energy Resistance
  538. Abjuration
  539. Level: Clr 4, Drd 4, Sor/Wiz 5
  540. Components: V, S, M
  541. Casting Time: 1 minute
  542. Range: Personal
  543. Target: You
  544. Duration: 1 hour/level (D)
  545. This spell functions similarly to contingency, but with a more limited scope. While contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for the remainder of the spell’s duration (just as if you were under the effect of a resist energy spell of the appropriate type).
  546. Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed. You can’t have more than one contingent energy resistance in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires.
  547. The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell). However, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.
  548. Material Component: A pearl worth at least 100 gp.
  549.  
  550. Glacial Globe of Invulnerability
  551. Abjuration [Cold]
  552. Level: Cleric 4, sorcerer/wizard 3
  553. Components: V, S, M/DF
  554. Casting Time: 1 standard action
  555. Range: 10 ft.
  556. Area: 10-ft.-radius spherical emanation, centered on you
  557. Duration: 1 round/level (D)
  558. Saving Throw: None
  559. Spell Resistance: No
  560. A frosty sphere of cold energy surrounds you and excludes all spells and spell-like abilities with the fire descriptor of 3rd level or lower. This spell functions like globe of invulnerability, except that it affects only fire spells. In addition, the frosty opaqueness of the globe grants concealment (20% miss chance) to those within the area against attacks from outside. Likewise, targets outside the globe gain concealment against attacks from those within the spell’s area.
  561. Arcane Material Component: A tiny sphere of ice that shatters at the expiration of the spell.
  562.  
  563. Shield of Faith, Legion’s
  564. Abjuration
  565. Level: Clr 4
  566. Range: Medium (100 ft. + 10 ft./level)
  567. Targets: Allied creatures in a
  568. 20-ft.-radius burst
  569. This spell functions like shield of faith, except that it affects multiple allies at a distance.
  570.  
  571. Planar Tolerance
  572. Abjuration
  573. Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3
  574. Duration: 1 hour/level
  575. As avoid planar effects, except the effects last longer (as noted above, 1 hour per level instead of 1 minute per level).
  576.  
  577. DIVINE RETRIBUTION
  578. Abjuration
  579. Level: Cleric 5
  580. Components: V, S, DF
  581. Casting Time: 1 standard action
  582. Range: Personal
  583. Target: You
  584. Duration: 10 minutes/level or until discharged
  585. Saving Throw: Will partial
  586. Spell Resistance: Yes
  587. You feel your deity's hand hovering over you, ready to smite anyone who harms you.
  588. For the duration of this spell, any creature that attacks you—whether with a physical attack, a spell, or by other means—is struck by a retributive effect immediately after you're affected. The retribution deals ld6 points of damage per caster level you possess (maximum 15d6) and ld4 points of ability damage. The precise nature of the damage and ability damage are depend upon your deity, as given in the table below, but the damage is always one-half energy and one-half divine power. A successful Will save halves the hit point damage and negates the ability damage. Once the retributive effect takes place, the spell ends.
  589. Deity                                   Energy                                          Ability Damaged
  590. Bahamut                                 Cold                                            Dexterity
  591. Boccob                                  Electricity                                     Intelligence
  592. Corellon Larethian                      Acid                                            Wisdom
  593. Ehlonna                                 Cold                                            Strength
  594. Erythnul                                Fire                                            Constitution
  595. Fharlanghn                              Acid                                            Constitution
  596. Garl Glittergold                        Sonic                                           Wisdom
  597. Gruumsh                                 Fire                                            Strength
  598. Heironeous                              Electricity                                     Dexterity
  599. Hextor                                  Fire                                            Strength
  600. Kord                                    Acid                                            Strength
  601. Kurtulmak                               Fire                                            Intelligence
  602. Lolth                                   Electricity                                     Charisma
  603. Moradin                                 Sonic                                           Dexterity
  604. Nerull                                  Cold                                            Charisma
  605. Obad-Hai                                Electricity                                     Dexterity
  606. Olidammara                              Fire                                            Dexterity
  607. Pelor                                   Fire                                            Wisdom
  608. St. Cuthbert                            Sonic                                           Constitution
  609. Tiamat                                  Fire                                            Wisdom
  610. Vecna                                   Cold                                            Intelligence
  611. Wee Jas                                 Cold                                            Strength
  612. Yondalla                                Acid                                            Strength
  613. If you do not worship a deity, choose one whose alignment is within one step of your own. You must make this choice when you cast this spell for the first time and cannot subsequently change it, unless your alignment changes in such a way that your previous choice is no longer applicable. You can have only one divine retribution spell in effect at
  614. any time.
  615.  
  616. Telepathy Block
  617. Abjuration
  618. Level: Bard 5, cleric 5, sorcerer/wizard 5
  619. Components: V, S
  620. Casting Time: 1 standard action
  621. Range: Close (25 ft. + 5 ft./2 levels)
  622. Area: 80-ft.-radius emanation centered on a creature, object, or point in space
  623. Duration: 1 round/level (D)
  624. Saving Throw: None
  625. Spell Resistance: No
  626. This spell blocks all telepathic communication within the affected area, making telepathic conversation impossible. The spell can be cast on a point in space, but the effect is stationary. The spell can be centered on a creature or mobile object, in which case the effect emanates from the creature or object and moves as it moves.
  627.  
  628. Aura of Evasion
  629. Abjuration
  630. Level: Clr 5, Sor/Wiz 6
  631. Components: V, S, M, DF
  632. Casting Time: 1 standard action
  633. Area: 10-ft.-radius emanation centered on you
  634. Duration: 1 minute/level
  635. Saving Throw: No
  636. Spell Resistance: No
  637. You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that successfully saves takes no damage instead.)
  638. The effect of this spell doesn’t stack with any existing evasion or improved evasion abilities.
  639. Material Component: Powdered emerald worth 500 gp.
  640.  
  641. Dispel Cold
  642. Abjuration [Fire]
  643. Level: Cleric 5
  644. This spell functions like dispel evil, except that you are surrounded by constant, blue-white cold energy, and the spell affects cold creatures and spells rather than evil ones.
  645.  
  646. Dispel Fire
  647. Abjuration [Cold]
  648. Level: Cleric 5
  649. This spell functions like dispel evil, except that you are surrounded by constant red, orange, and yellow flames, and the spell affects fire creatures and spells rather than evil ones.
  650.  
  651. Dispel Possession
  652. Abjuration [Ectomancy]
  653. Level: Brd 4, Clr 5, Sor/Wiz 5
  654. Components: V, S, M/DF
  655. Casting Time: 1 action
  656. Range: Close (25 ft. + 5 ft./2 levels)
  657. Target: One creature
  658. Duration: Instantaneous
  659. Saving Throw: None
  660. Spell Resistance: No
  661. You force a being that is possessing a creature out of its host body. The possessor acts as if it had left its host voluntarily (a ghost appears next to the host, a person using magic jar returns to its receptacle if in range or dies if it is not, and so on).
  662. Alternatively, this spell may be used as a form of dispel magic to dispel a charm, dominate, or similar effect on a target.
  663. Material Component: powered silver worth 1 gp.
  664.  
  665. DISPEL WATER
  666. Abjuration
  667. Level: Bard 4, cleric 5, druid 4, sorcerer/wizard 5, Thirst 4
  668. Components: V, S
  669. Casting Time: 1 standard action
  670. Range: Medium (100 ft. + 10 ft./level)
  671. Target or Area: See text
  672. Duration: Instantaneous
  673. Saving Throw: See text
  674. Spell Resistance: See text
  675. You call on the power of the waste to  counter and dismiss water creatures, spells, and effects. However, dispel water cannot counter an instantaneous spell or effect.
  676. You choose to use dispel water in one of three ways: to dry up a body of water, to counter a water-based spell or effect, or to dismiss an extra-planar creature of the water subtype.
  677. Dry Up Water: This effect instantly destroys 200 cubic feet of water per level. Remaining water rushes in to fill the void. Cast in a large body of water, such as an ocean, the destruction of 1,000 or more cubic feet of water produces a strong current that pulls boats and creatures down.
  678. Creatures caught in the current must make a DC 20 Swim check to avoid going under. A creature that fails the Swim check is pulled down to a depth of 10 feet per caster level and must hold its breath or begin to drown (see page 304 of the Dungeon Master’s Guide). The current might capsize vessels: The chance is 95% for a craft shorter than 20 feet long, 50% for one from 20 to 60 feet long, and 20% for one over 60 feet long.
  679. Counterspell: Used in this way, dispel water targets a spellcaster and is cast as a counterspell (see page 170 of the Player’s Handbook). It only counters spells and spell-like abilities that have the water descriptor, or appear on the Water domain spell list, or clearly involve water (such as create food and water, sleet storm, and wall of ice). To successfully counter the other spell, you must make a dispel check (1d20 + your caster level, maximum +20) against a DC equal to 11 + the spell’s caster level.
  680. Dismiss Water Creature: Cast in this way, dispel water targets a single extra-planar creature of the water subtype within range. The creature can negate the effect with a successful Will save (and its spell resistance, if any, applies). If it fails to save or resist the spell, the creature is forced back to its home plane.
  681.  
  682. SUPERIOR RESISTANCE
  683. Abjuration
  684. Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5
  685. Components: V, S, M/DF
  686. Casting Time: 1 action
  687. Range: Touch
  688. Target: Creature touched
  689. Duration: 1 hour/level
  690. Saving Throw: Will negates (harmless)
  691. Spell Resistance: Yes (harmless)
  692. You imbue the subject with a powerful magical energy that protects him from harm, granting a +6 resistance bonus on saves.
  693. Arcane Material Component: A miniature cloak of fine cloth.
  694.  
  695. SCRY TRAP
  696. Abjuration
  697. Level: Cleric 5, sorcerer/wizard 5
  698. Components: V, S, M
  699. Casting Time: 1 standard action
  700. Range: Touch
  701. Target: Creature touched
  702. Duration: 1 hour/level
  703. Saving Throw: See text
  704. Spell Resistance: See text
  705. You ward a creature against scrying, granting it defenses capable of terribly wounding any would-be scryer. If the subject of this spell comes within 10 feet of a sensor created by a divination (scrying) spell, the scry trap automatically activates. The caster of the scrying spell takes 1d6 points of damage per your caster level (maximum 15d6) and is blinded for 1 minute. A successful Will save halves the damage and negates the blindness; spell resistance also applies against this effect.
  706. In addition, the caster of the scrying spell must succeed on a caster level check (DC 10 + your caster level) or the scrying spell is dispelled immediately (spell resistance does not apply against this effect). The subject of scry trap becomes automatically aware when the spell triggers, although the subject gains no knowledge as to the nature of the scrying spell or its caster.
  707. Special: A character with any Mark of Detection dragonmark, or with the Favored in House feat (Medani), casts this spell at +1 caster level.
  708. Material Component: Powdered glass from a broken mirror.
  709.  
  710. Celestial Blood
  711. Abjuration [Good]
  712. Level: Apostle of peace 6, cleric 6, Pleasure 6
  713. Components: V, S, M
  714. Casting Time: 1 round
  715. Range: Touch
  716. Target: Nonevil creature touched
  717. Duration: 1 minute/level
  718. Saving Throw: None
  719. Spell Resistance: Yes (harmless)
  720. You channel holy power to grant the subject some of the protection enjoyed by celestial creatures. The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10/evil.
  721. Material Component: A vial of holy water, with which you anoint the subject’s head.
  722.  
  723. Snare Astral Traveler
  724. Abjuration
  725. Level: Clr 6, Sor/Wiz 6
  726. Components: V, S
  727. Casting Time: 1 action
  728. Range: Medium (100 ft. + 10
  729. ft./level)
  730. Target: One astral creature
  731. Duration: 1 round/level
  732. Saving Throw: Will negates
  733. Spell Resistance: Yes
  734. This spell allows the caster to attract and capture an astral creature, as someone using the astral projection spell. If such a creature is within range at the time of casting and fails its saving throw, it is brought instantly before the caster and held motionless and visible for the spell’s duration. Spellcasters generally follow snare astral traveler with a more lasting restraint, such as trap the soul.
  735. If more than one astral creature is within range, the closest creature is affected. If that creature makes its saving throw, the next closest creature must make a save. This continues until one creature fails its save or all have succeeded.
  736.  
  737. Vengeance Halo
  738. Abjuration [Good]
  739. Level: Cleric 6, Wrath 6
  740. Components: V, S, DF, Abstinence
  741. Casting Time: 1 standard action
  742. Range: Close (25 ft. + 5 ft./2 levels)
  743. Target: One good-aligned creature; see text
  744. Duration: 1 minute/level
  745. Saving Throw: None or Reflex half; see text
  746. Spell Resistance: No
  747. A luminous ring of holy power appears above the head of a good creature and remains in place until the spell expires or the creature is slain (reduced to –10 hp). If the latter event occurs, the halo discharges an arc of divine energy that deals 1d6 points of damage per caster level (maximum 20d6) to the target’s slayer. The creature subject to the attack can make a Reflex save to reduce the damage by half. Once the vengeance halo unleashes its energy, it disappears and the spell ends.
  748. Abstinence Component: You must abstain from alcohol for 1 week prior to casting this spell.
  749.  
  750. ENERGY IMMUNITY
  751. Abjuration
  752. Level: Cleric 6, druid 6, sorcerer/wizard 7, wu jen 7
  753. Components: V, S
  754. Casting Time: 1 standard action
  755. Range: Touch
  756. Target: Creature touched
  757. Duration: 24 hours
  758. Saving Throw: None
  759. Spell Resistance: Yes (harmless)
  760. This abjuration grants a creature and its equipment complete protection against damage from one of the five energy types—acid, cold, electricity, fire, or sonic. Energy immunity absorbs only damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice.
  761. Note: Energy immunity overlaps protection from energy and resist energy. So long as energy immunity is in effect, the other spells absorb no damage.
  762.  
  763. LIGHT OF COURAGE
  764. Abjuration [Good]
  765. Level: Cleric 6
  766. Components: V, S, DF
  767. Casting Time: 1 swift action
  768. Range: Touch
  769. Target: Holy symbol touched
  770. Duration: 1 round/level, or until discharged
  771. Saving Throw: Will half
  772. Spell Resistance: No
  773. Your holy symbol is wreathed in a wrathful, iridescent glow that causes undead creatures to wither before its celestial light.
  774. You temporarily infuse your holy symbol with divine power. If you make a turning check before the duration expires, each undead creature that you target takes ld8 points of damage per two caster levels you possess (maximum 10d8) in addition to effects of the turning (if any). The turning check need not succeed to trigger this effect.
  775.  
  776. GHOST TRAP
  777. Abjuration
  778. Level: Cleric 6, sorcerer/wizard 7
  779. Components: V, S
  780. Casting Time: 1 standard action
  781. Range: Personal
  782. Target: You
  783. Duration: 1 min./level (D)
  784. You are surrounded by a field of energy that negates incorporealness. The radius of the field is 5 feet per caster level. All incorporeal creatures in this field become corporeal. Creatures cannot turn ethereal while in this area, and ethereal creatures cannot become non-ethereal while in this field.
  785.  
  786. REJECTION
  787. Abjuration
  788. Level: Clr 6
  789. Range: Close (25 ft. + 5 ft./2 levels)
  790. Area: Cone
  791. Duration: Instantaneous
  792. Saving Throw: Reflex negates
  793. As repulsion, except as noted above.
  794.  
  795. Bastion of Good
  796. Abjuration [Good]
  797. Level: Apostle of peace 7, cleric 7
  798. Components: V, S, Abstinence
  799. Casting Time: 1 standard action
  800. Range: 20 ft.
  801. Area: 20-ft.-radius spherical emanation
  802. centered on you
  803. Duration: 1 round/level
  804. Saving Throw: None
  805. Spell Resistance: No
  806. A nimbus of light surrounds you, protecting you and those around you from spell effects and the attacks of evil creatures. The aura excludes all spell effects of up to 3rd level, exactly as a minor globe of invulnerability does. In addition, the nimbus protects creatures within it as a magic circle against evil at double strength.
  807. Warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves against attacks from evil creatures, and they are protected from possession, mental control, and bodily contact by summoned or conjured creatures.
  808. Abstinence Component: You must fast for 24 hours before casting this spell.
  809.  
  810. SPELL RESISTANCE, MASS
  811. Abjuration
  812. Level: Cleric 7
  813. Components: V, S, DF
  814. Casting Time: 1 standard action
  815. Range: Close (25 ft. + 5 ft./2 levels)
  816. Targets: Up to one creature/level, no two of which can be more than 30 ft. apart
  817. Duration: 1 round/level; see text
  818. Saving Throw: Will negates (harmless)
  819. Spell Resistance: Yes (harmless)
  820. Each targeted creature gains spell resistance equal to 12 + caster level. Divide the duration evenly among all the creatures you target.
  821. In order to affect a creature who has spell resistance with a spell, a spellcaster must roll the creature’s spell resistance or higher on 1d20 + caster level. A creature with spell resistance  may, as a standard action, voluntarily lower it in order to accept a spell.
  822.  
  823. Planar Bubble
  824. Abjuration
  825. Level: Cleric 7, sorcerer/wizard 7
  826. Components: V, S, M/DF
  827. Casting Time: 1 standard action
  828. Range: Touch
  829. Area: 10-ft.-radius emanation from touched creature
  830. Duration: 10 min./level
  831. Saving Throw: Will negates (harmless)
  832. Spell Resistance: No; see text
  833. This spell creates an area around the target creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on. This spell cast on a native of the Plane of Shadow would make the area around her have normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light spells.
  834. Material Components: A sprinkling of silver dust.
  835.  
  836. HOLY STAR
  837. Abjuration
  838. Level: Clr 7
  839. Components: V, S
  840. Casting Time: 1 action
  841. Range: Personal
  842. Effect: Protective star of energy
  843. Duration: 1 round/level (D)
  844. You create a glowing mote of energy that stays near your shoulder, providing light equal to a candle. It has three functions, and you can designate which function to activate as a free action on your turn.
  845. Spell Turning: The holy star can turn 1d4+3 spell levels as the spell turning spell. Any spell levels turned are gone for the remainder of the spell (the holy star does not recover these spent levels every time you choose this function).
  846. If all spell levels are expended, this function no longer works, but the other functions still do.
  847. Cover: The holy star gives you a +10 cover bonus to Armor Class without affecting your actions.
  848. Fire Bolt: The holy star lashes out with a beam of energy as a ranged touch attack against a creature up to 90 feet away, dealing fire damage equal to 1d4 +1 point per two caster levels (maximum +10).
  849.  
  850. Sublime Revelry
  851. Abjuration
  852. Level: Cleric 9, Pleasure 9
  853. Components: V, S, DF
  854. Casting Time: 1 round
  855. Range: Close (25 ft. + 5 ft./2 levels)
  856. Targets: One creature/level, no two of
  857. which can be more than 30 ft. apart
  858. Duration: 1 minute/level (D)
  859. Saving Throw: None
  860. Spell Resistance: No
  861. Sublime revelry immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It does not prevent damage or block other effects not directly related to pain.
  862. The spell also induces a pleasurable fuguelike state that yields the following additional effects: First, sublime revelry renders its targets immune to mind-affecting spells and effects for the spell’s duration, as well as suppresses (but not dispels) ones currently in effect.
  863. Second, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.