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A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them Resistance to Spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This Abjuration has four effects.
First, each warded Creature gains a +4 Deflection bonus to AC and a +4 Resistance bonus on saves. Unlike Protection from Evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Third, the Abjuration protects the recipient from possession and mental influence. 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, such as Charm Person, Command, and Dominate Person. 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 second effect only functions against Spells and effects created by evil creatures or objects, subject to GM discretion.