Abjuration [See text]
Level: Assassin 1, Blackguard 1, Chaos 1, Evil 1, Good 1, Law 1, Paladin 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Target: Creature touched
Duration: 1 min./level (D)
Spell Resistance: No; see text
Saving Throw: Will negates (harmless)
Spell Points: 1
A protective barrier momentarily flashes around the creature.
When casting this spell, choose an alignment you wish to protect the subject from (Good, Evil, Law, or Chaos). The spell gains the descriptor opposed to that alignment. For example, if you want to protect a creature from Evil, this spell becomes an Abjuration [Good] spell. It is then often referred to as Protection from Evil.
The spell wards a creature from attacks by creatures of the chosen alignment, 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, applicable only 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 Possession 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). The protection does not prevent such effects from targeting the protected creature unless otherwise noted, but it suppresses the effect for the duration of the aligned protection effect. If the aligned protection 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. Summoned creatures with an alignment opposed to the chosen one (in other words, those with an alignment matching the spell’s descriptor) 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.
Augment: You can augment the spell in one or both of the following ways:
If you spend three additional spell points, all creatures within a 10-ft.-radius emanation from the subject of the spell gain the benefit of the aligned protection spell, and no summoned creatures can enter the area either unless their alignment matches the spell’s descriptor (that is, their alignment is opposed to the alignment the spell protects against). You must overcome a creature’s spell resistance in order to keep it at bay via this generated barrier (as in the third function of the spell), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.
If you spend one additional spell point, this spell’s duration is 10 minutes per level rather than 1 minute per level.