Spells (3e)

NameProtection from Evil
Subschool
DescriptorsGood
LevelBrd 1, Clr 1, Good 1, Pal 1,Sor/Wiz 1
ComponentsV, S, M/DF
CastingTime1 action
RangeTouch
TargetCreature touched
Effect
Area
Duration1 minute/level (D)
SavingThrowWill negates (harmless)
SpellResistanceNo (see text)
Description

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned or conjured 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 gets a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (as by a magic jar attack) or to exercise mental control over the creature (as by a vampire’s supernatural domination ability, which works similar to dominate person). 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 evil effect ends before the domination effect does, the vampire 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 or conjured 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. Good elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured 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.

BaseSpell
XPCost
Focus
MaterialComponentsA little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.
Blurb+2 AC and saves, counter mind control, hedge out elementals and outsiders.
id371
SchoolAbjuration