Protection
Effect
3 mana points:
Alignments: You choose a specific alignment you wish to be protected from, Law, Chaos, Good, Evil. 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 creatures of the chosen alignment.
- Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the spell. If the protection spell effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
- Third, the spell prevents bodily contact by 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. Oppositely aligned summoned creatures 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.
Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.
6 Mana Points:
Arrows: The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn’t grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster mana rank (maximum 100 points), it is discharged.
Desiccation: The warded creature gains temporary immunity to dehydration of any kind. While protected by the spell, the subject cannot become dehydrated even if it takes desiccation damage.
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.
Negative Energy: The warded creature gains partial protection against negative energy effects. For as long as the spell lasts, it subtracts 10 from the hit point damage dealt by any negative energy effect (such as an inflict spell) that adversely affects it.
Negative energy effects that don't deal hit point damage to the subject, such as an energy drain spell, affect the subject normally.
10 Mana Points:
Elements: This abjuration grants a creature temporary invulnerability to the selected energy type (acid, cold, fire, electricity, or sonic). When the spell absorbs 12 points per caster level of elemental damage, it is discharged. The spell protects the recipient's equipment as well.
Protection from elements absorbs only damage. The character could still suffer unfortunate side effects.
Note: Protection from elements overlaps (and does not stack with) resist elements and endure elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.
46 Mana Points:
Spells: The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Material Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.
Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.
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