School abjuration; Level godling 1 CASTING
Casting Time 1 standard action EFFECT
Range touch |
This spell wards a creature from mental
control, from summoned creatures, and
from attacks by creatures considered
emissaries of your divine heritage (see
below). 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 only apply
against attacks made or effects created by
emissaries of your divine heritage.
Second, the subject immediately receives
another saving throw (if one was allowed
to begin with) against any spells or effects
that possess or exercise mental control
over the creature (including enchantment
[charm] effects and enchantment
[compulsion] effects). This
saving throw is made with
a +2 morale
bonus, using
the same DC as
the original effect.
If successful, such
effects are suppressed
for the duration of this spell.
The effects resume when the
duration of this spell expires.
While under the effects of this
spell, the target is immune to
any new attempts to possess or
exercise mental control over the
target. This spell does not expel
a controlling life force (such as a
ghost or spellcaster using magic
jar), but it does prevent them
from controlling the target. This effect only
functions against spells and effects created by
emissaries of your divine heritage.
Third, the spell prevents bodily contact by
summoned emissaries of your divine heritage.
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 that are not emissaries of
your divine heritage 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.
What creatures qualify as emissaries of
your divine heritage is determined by your
lineage domains. Each lineage domain causes
creatures that meet a specific criteria (detailed
below) to qualify as emissaries. This is a mystic
relationship between the creatures and the
domains granted by your godling status—
individual “emissaries” may have no direct
connection to your divine parent.
Where the descriptions of emissaries mention to “roles,” they are referring to monster roles. As this information is not included in stat blocks, godlings with emissaries defined by roles are encouraged to prepare a list of the appropriate creatures for the GM to reference. When a creature does not have a defined role, it’s status as an emissary of a godling is determined by GM discretion.
The lineage domain emissary creatures, by domain, are:
Animal: Animal and magical beast type
Community: Organization includes army, clan, flock, herd, pack, platoon, tribe, or warband
Darkness: Has darkvision
Destruction: Has the “combat” role
Healing: Fast healing or regeneration abilities
Knowledge: One or more Knowledge skills at +20 or more
Liberation: Incorporeal subtype
Luck: Has the “any” role
Madness: Enchantment (compulsion)
Magic: Has the “spell” role
Nobility: Solitary is only organization
Protection: Immunity or resistance abilities
Repose: Channel energy ability
Rune: Has the “skill” role
Travel: Natural ability to teleport or blink
Trickery: Has the “special” role
War: Organization includes gang, platoon, or squad