Index of Spells by Domain - Protection


Name: Protection

Granted Power: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Expensive Focus
Expensive Material
XP Cost
Full Description
Abjuration 1 standard action PRPG-O
Will negates - No Clr 1, Protection 1 V, S, DF
1 round/level Touch 5 minutes
Target: Creature touched

Opponents can't attack you, and you can't attack.

Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

Shield Other (F)
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Clr 2, Community 2, Pal 2, Protection 2 V, S, F
1 hour/level (D) Close 24 hours
Target: One creature
Focus: A pair of platinum rings worth 50 gp worn by both you and the target

You take half of subject's damage.

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.

Protection from Energy
Abjuration 1 standard action PRPG-O
Fortitude negates (harmless) - Yes (harmless) Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3 V, S, DF
10 min./level or until discharged Touch 1 hour
Target: Creature touched

Absorbs 12 points/level of damage from one kind of energy.

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

Protection from energy overlaps (and does not stack with) resist energy If a character is warded by protection from energy and resist energy the protection spell absorbs damage until its power is exhausted.

Spell Immunity
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Clr 4, Protection 4, Strength 4 V, S, DF
10 min./level Touch 1 hour
Target: Creature touched

Subject is immune to one spell per 4 levels.

The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

Spell Resistance
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Clr 5, Magic 5, Protection 5 V, S, DF
1 min./level Touch 30 minutes
Target: Creature touched

Subject gains SR 12 + level.

The target gains spell resistance equal to 12 + your caster level.

Antimagic Field
Abjuration 1 standard action PRPG-O
None - See text Clr 8, Magic 6, Protection 6, Sor/Wiz 6 V, S, M/DF
10 min./level (D) 10 ft. General
Area: 10-ft.-radius emanation, centered on you

Negates magic within 10 ft.

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, and prismatic wall remain unaffected by antimagic field . Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Repulsion (F)
Abjuration 1 standard action PRPG-O
Will negates - Yes Clr 7, Nobility 7, Protection 7, Sor/Wiz 6 V, S, F/DF
1 round/level (D) Up to 10 ft./level General
Area: Up to 10-ft.-radius/level emanation centered on you
Focus: A pair of canine statuettes worth 50 gp

Creatures can't approach you.

An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.

Mind Blank
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Liberation 8, Protection 8, Sor/Wiz 8 V, S
24 hours Close 12 hours
Target: One creature

Subject is protected from mental/emotional magic and scrying.

The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil andsee invisible ). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Prismatic Sphere
Abjuration 1 standard action PRPG-O
See text - See text Artifice 9, Protection 9, Sor/Wiz 9, Sun 9 V, S
10 min./level (D) 10 ft. General
Effect: 10-ft.-radius sphere centered on you

As prismatic wall, but surrounds on all sides.

This spell functions like prismatic wall except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.

The sphere's blindness effect on creatures with less than 8 HD lasts 2d4 × 10 minutes.

You can pass into and out of the prismatic sphere and remain near it without harm. When you're inside it, however, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe exists, since you are at the center of the sphere, so the lower half is usually occluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a prismatic wall

Prismatic sphere can be made permanent with a permanency spell.