Aligned Aura
Abjuration [see text]
Level: Chaos 8, Evil 8, Good 8, Law 8
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
Spell Points: 15
You and your allies are sheathed in a protective field of energy.
When you cast this spell, choose an alignment. This spell gains an alignment descriptor matching that alignment. This abjuration has four effects on its subjects:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
Second, each warded creature gains spell resistance 25, applicable only against attacks made or effects created by creatures of the alignment opposed chosen alignment.
Third, the abjuration blocks possession and mental influence, just as Aligned Protection does.
Finally, you gain an additional effect depending on the alignment chosen.
Chaos: A random pattern of color surrounds the subjects. If a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will negates the confusion).
Evil: A malevolent darkness surrounds the subjects. If a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).
Good: A brilliant divine radiance surrounds the subjects. If an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as if by the Blindness spell, but against the save DC of the Aligned Aura).
Law: A dim, blue glow surrounds the subjects. If a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as if by the Slow spell, but against the save DC of the Aligned Aura).
Augment: For every additional spell point you spend, the spell resistance offered by this spell increases by 1.