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Divine AuraSpell 8


AbjurationAura
Source Pathfinder Core Rulebook
Traditions Divine
Cast Two Actions (somatic, verbal)
Area 10-foot emanation
Target allies in the area
Duration sustained up to 1 minute

Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area.

Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good). These bonuses increase to +4 against effects created by such creatures that attempt to impose the Controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura.

When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be Blinded for 1 minute. It's then temporarily immune for 1 minute.

The first time you Sustain the Spell each round, the divine aura's radius grows 10 feet.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Aura

An aura is an emanation that continually ebbs out from you, af ecting creatures within a certain radius. Aura can also refer to the magical signature of an item or a creature with a strong alignment.