Abjuration [See Text]
Level: | Cleric 5, Paladin 4 |
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object |
Duration: | 1 round/level or until discharged, whichever comes first |
Saving Throw: | See text |
Spell Resistance: | See text |
Shimmering, strongly-aligned energy surrounds you. This spell must be cast keyed to a particular alignment: Evil, Good, Law, or Chaos. It gains the descriptor of the opposing alignment. For example, when cast as Dispel Evil, this spell gains the [Good] descriptor. If you prepare spells, this decision must be made when the spell is prepared.
This power has three effects.
First, you gain a +4 deflection bonus to AC against attacks by creatures of the keyed alignment.
Second, on making a successful melee touch attack against a creature of the keyed alignment from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.
Third, with a touch you can automatically dispel any one enchantment spell cast by a creature of the keyed alignment or any one spell with an alignment descriptor matching the keyed alignment. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel alignment. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.