Abjuration [dispelling]
Level Cleric 4
Components V, S, M
Casting Time Special
Range 10-ft.
Area of Effect One creature or object
Duration Instantaneous
Save None
The cleric will cast out any possessing being or negate any dominating telepathic, psychic, or psionic control. The spell will also negate any charm or suggestion magic affecting a creature.
Negating Possession. Once the spell is begun, the possessing creature cannot voluntarily leave the possessed item or creature. If completed successfully, the spell will cast out any possessing life force. What happens to the possessing life force depends upon the being doing the possession. If a ghost, the ghost is cast out in it's incorporeal form. If a demon, the demon is cast out in its material form and will certainly attack to recover it's soul gem. If a magic-user using magic-jar, the result depends upon where the magic-user's container or body is located (if neither is in range the magic-user dies). During the casting of the spell, a possessed creature will attempt to disrupt the spell casting in any way possible.
Negating Control. If completed successfully, the spell will break any dominating telepathic, psychic, psionic, or similar types of mental control. If a means to reestablish control is possible, the control maybe reestablished in 1d4 x10 rounds. During the casting of the spell, a mentally dominated creature may attempt to disrupt the spell casting depending on the nature of the control.
Negating Charm or Suggestion. If completed successfully, the spell will break any charm, beguiling, rulership, suggestion or similar effect on the target creature. During the casting of the spell, a charmed creature may attempt to disrupt the spell casting depending on the relationship between the charmed and the exorcist.
Casting Time. The spell has a variable base chance of success. The GM can assign a value or roll it randomly, from 01 to 100 (d%). The base chance of success is adjusted +/-1% per difference in caster level vs. the hit dice of the possessor (for effects without hit dice, the GM may assign a number or equate this to 0 HD). Additional adjustments may be accrued per the GM based upon circumstance or materials used by the exorcist. The minimum casting time is 10 rounds, at the end of this period, success is checked. If indicated, the spell ends. If unsuccessful, the exorcist may continue casting the spell, checking for success at the end of every 10 rounds. If the caster's concentration is disrupted while casting for any reason, the spell fails.
Material Components. The components are holy water and the clerics holy symbol (or unholy for both if an evil cleric). A cleric may utilize relics or perform the rites in an area venerated by their religion which may adjust the base chance of success (+01 to +50%, determined by the GM).
Known Substitutions. See material components.