(Reversible)
Abjuration [dispelling, warding]
Level Cleric 5
Components V, S, M (DF)
Casting Time 8 segments
Range Touch
Area of Effect One creature
Duration Instantaneous
Save vs. Spell (save negates)
This spell will force one creature, summoned, conjured, or called by an Evil caster, back to it's place of origin.
The caster casts the spell and the spell infuses the caster's chosen hand with the power of the spell.
If the caster does not immediately touch a creature (which discharges the spell), while the spell is still active on the caster's hand (see Touch Spells in Combat), the caster gains a +7 bonus to armor class versus creatures that would be affected by the spell. The time limit of the spell (if not discharged) is 1 round per caster level (instead of a flat 10 rounds). This bonus does not stack with the bonus of a protection from evil effect. While holding the charge, the caster is immune to possession attempts made by Evil creatures.
If the caster touches a creature, and that creature was: summoned by an Evil caster, called by an Evil caster, or if the creature is the astral form of an Evil outsider, it will be sent back to it's plane of origin if it's saving throw fails (save negates).
If the caster touches a creature possessed by an Evil creature using a magic jar effect, that Evil creature will be forced out of the body of the one touched (no save). Touching a magic jar receptacle as no effect even if it contains the essence of the caster of the magic jar.
Magic resistance does not apply to this spell (i.e. this spell ignores the magic resistance of the target creature).
If a creature is touched that is not subject to the spell, the spell will discharge but will have no effect.
If a creature attacks the caster while the spell is active, and the protection (bonus to armor class) is engaged, the caster will know this.
Material Components. A vial of holy water. The component is consumed in the casting. Cost/Scarcity. 25 g.p./Common.
Known Substitutions. None.
Abjuration [dispelling, warding]
Level Cleric 5
Components V, S, M (DF)
Casting Time 8 segments
Range Touch
Area of Effect One creature
Duration Instantaneous
Save vs. Spell (save negates)
This spell will force one creature, summoned, conjured, or called by a Good caster, back to it's place of origin.
The caster casts the spell and the spell infuses the caster's chosen hand with the power of the spell.
If the caster does not immediately touch a creature (which discharges the spell), while the spell is still active on the caster's hand (see Touch Spells in Combat), the caster gains a +7 bonus to armor class versus creatures that would be affected by the spell. The time limit of the spell (if not discharged) is 1 round per caster level (instead of a flat 10 rounds). This bonus does not stack with the bonus of a protection from good effect. While holding the charge, the caster is immune to possession attempts made by Good creatures.
If the caster touches a creature, and that creature was: summoned by a Good caster, called by a Good caster, or if the creature is the astral form of a Good outsider, it will be sent back to it's plane of origin if it's saving throw fails (save negates).
If the caster touches a creature possessed by an Good creature using a magic jar effect, that Good creature will be forced out of the body of the one touched (no save). Touching a magic jar receptacle as no effect even if it contains the essence of the caster of the magic jar.
Magic resistance does not apply to this spell (i.e. this spell ignores the magic resistance of the target creature).
If a creature is touched that is not subject to the spell, the spell will discharge but will have no effect.
If a creature attacks the caster while the spell is active, and the protection (bonus to armor class) is engaged, the caster will know this.
Material Components. A vial of unholy water. The component is consumed in the casting. Cost/Scarcity. 25 g.p./Common.
Known Substitutions. None.