Deities: Aengrist (LG), Angharradh (CG), Arvoreen (LG), Astilabor (N), Bahamut (LG), Baravar Cloakshadow (NG), Berronar Truesilver (LG), Boldrei (LG), Callarduran Smoothhands (N), Celestian (N), Chauntea (NG), Corellon Larethian (CG), Cyndor (LN), Deep Sashelas (CG), Deneir (NG), Dol Dorn (CG), Dumathoin (N), Eadro (N), Eldath (NG), Evening Glory (N), Fharlanghn (N), Gaerdal Ironhand (LG), Garl Glittergold (NG), Geb (N), Gorm Gulthyn (LG), Haku (CG), Hanali Celanil (CG), Helm (LN), Kelemvor (LN), Kikanuti (NG), Laduguer (LE), Lathander (NG), Lendys (LN), Marthammor Duin (NG), Moradin (LG), Nephthys (CG), Osprem (LN), Rillifane Rallathil (CG), Selune (CG), Shaundakul (CN), Shekinester (N), Silvanus (N), Skoraeus Stonebones (N), Solanil (NG), Sovereign Host (pantheon) (NG), St. Cuthbert (LN), Stronmaus (CG), Sune (CG), Syreth (NG), Tarmuid (LN), Tempus (CN), The Path of Light (LN), The Silver Flame (LG), The Spirits of the Past (N), The Undying Court (NG), Torm (LG), Tuilviel Glithien (CG), Tymora (CG), Ubtao (N), Ulutiu (LN), Urbanus (NG), Urogalan (LN), Valkur (CG), Vandria Gilmadrith (LN), Waukeen (N), Yondalla (LG)
Name: Protection
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
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School | Casting Time | Source Book | ||||||||||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||||||||||||||
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Description | ||||||||||||||||||||||||||||||||||
Full Description | ||||||||||||||||||||||||||||||||||
Sanctuary | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
Will negates - No | APeace 1, Arc 1, Clr 1, EmBarachiel 1, Hlr 1, Protection 1, Shu 1 | V, S, DF | ||||||||||||||||||||||||||||||||
1 round/level | Touch | 5 minutes | ||||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||||
Opponents cant attack you, and you can't attack. |
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Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act. |
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Shield Other (F) | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, BVal 2, ChamGwyn 2, Clr 2, Family 2, Pact 2, Pal 2, Protection 2, Vassal of Bahamut 2 | V, S, F | ||||||||||||||||||||||||||||||||
1 hour/level (D) | Close | 24 hours | ||||||||||||||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||||||||||||||
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature. | ||||||||||||||||||||||||||||||||||
You take half of subjects damage. |
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This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other, the spell ends. |
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Protection from Energy | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
Fortitude negates (harmless) - Yes (harmless) | APeace 3, Arc 3, Blg 3, Blk 3, Clr 3, Dem 2, Drd 3, Duskblade 3, HB 3, Hoard 3, HotD 3, KotC 3, Luck 3, Protection 3, Rgr 2, Shu 3, Sor/Wiz 3, Vassal of Bahamut 3, Wuj 3 | V, S, DF | ||||||||||||||||||||||||||||||||
10 min./level or until discharged | Touch | 1 hour | ||||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||||
Absorb 12 points/level of damage from one kind of energy. |
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Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. |
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Spell Immunity | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Clr 4, Protection 4, Shu 4, Strength 4 | V, S, DF | ||||||||||||||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||||
Subject is immune to one spell per four levels. |
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The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against super-natural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or spell immunity, greater spell in effect on it at a time. |
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Spell Resistance | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 5, Arc 5, Clr 5, Magic 5, Meditation 5, Protection 5, Shu 5 | V, S, DF | ||||||||||||||||||||||||||||||||
1 min./level | Touch | 30 minutes | ||||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||||
Subject gains SR 12 + level. |
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The creature gains spell resistance equal to 12 + your caster level. |
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Antimagic Field | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
None - See text | APeace 8, Arc 8, Clr 8, Magic 6, Protection 6, Shu 6, Sor/Wiz 6, Spell 8 | V, S, M/DF | ||||||||||||||||||||||||||||||||
10 min./level (D) | 10 ft. | General | ||||||||||||||||||||||||||||||||
Area: 10-ft.-radius emanation, centered on you | ||||||||||||||||||||||||||||||||||
Negates magic within 10 ft. |
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An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. |
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Repulsion (F) | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
Will negates - Yes | APeace 7, Arc 7, Beguiler 6, Blg 7, Clr 7, Force 6, Hlr 7, Nobility 7, Protection 7, Sor/Wiz 6, Wuj 6 | V, S, F/DF | ||||||||||||||||||||||||||||||||
1 round/level (D) | 10 ft./level | General | ||||||||||||||||||||||||||||||||
Area: Up to 10-ft.-radius/level emanation centered on you | ||||||||||||||||||||||||||||||||||
Focus: A: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp. | ||||||||||||||||||||||||||||||||||
Creatures can't approach you. |
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An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area. |
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Mind Blank | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 8, Beguiler 8, Blg 8, Liberation 8, Meditation 8, Mental 8, Mind 8, Protection 8, Sor/Wiz 8, Trade 8, Wuj 8 | V, S | ||||||||||||||||||||||||||||||||
1 day | Close | 12 hours | ||||||||||||||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||||||||||||||
Subject is immune to mental/emotional magic and scrying. |
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The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subjects mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all. |
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Prismatic Sphere | ||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
See text - See text | Artifice 9, Family 9, Protection 9, Sor/Wiz 9, Sun 9, Wmg 9 | V | ||||||||||||||||||||||||||||||||
10 min./level (D) | 10 ft. | General | ||||||||||||||||||||||||||||||||
Effect: 10-ft.-radius sphere centered on you | ||||||||||||||||||||||||||||||||||
As prismatic wall, but surrounds on all sides. |
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Prismatic sphere creates a vertical, opaque globe of a shimmering, multicolored light that protects you from all forms of attack. The sphere flashes with seven colors, each of which has a distinct power and purpose. The sphere is immobile, and you can pass through and remain near the sphere without harm. However, any other creature with less than 8 HD that is within 20 feet of the sphere is blinded for 2d4x10 minutes by the colors if it looks at the sphere. A Prismatic sphere spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted. Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack you or pass through the sphere, and the magic needed to negate each color. The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a Prismatic sphere, but an antimagic field fails to penetrate it. Dispel magic and dispel magic, greater cannot dispel the sphere or anything beyond it. Spell resistance is effective against a Prismatic sphere, but the caster level check must be repeated for each color present. Prismatic sphere can be made permanent with a permanency spell.
1) The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above). |