Armor of the Divine 

(Protection Sphere)

School abjuration; Level vicar 20; Sphere protection

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CASTING                                                                                                                                                                                               


Casting Time 1 minute

Components V, S, DF

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EFFECT                                                                                                                                                                                                  


Range personal and touch

Targets you plus one or more creatures touched (see text)

Duration 1 hour/2 levels (D)

Saving Throw Will negates; Spell Resistance no

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DESCRIPTION                                                                                                                                                                                       


When you cast this spell, you and any ally you touch are surrounded by a shimmering, magical field that averts and deflects attacks. This protective field moves with you and functions as both a shield of faith and shield spell, granting warded allies a +5 deflection bonus and a +5 shield bonus. The field also protects an ally’s vital areas. When a warded ally is struck by a critical hit or a sneak attack, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability. Allies also gain the benefits of a protection from energy spell, except that each warded ally can absorb a total of 200 points of damage of any energy type (acid, cold, fire, or electricity) before the effect is discharged for that ally.


In addition, while the spell is in effect, you and one ally of your choice are warded from direct attacks. Whenever an opponent attempts to directly attack you or your chosen ally, even with a targeted spell, the opponent must attempt a Will save (DC 10 + 1/2 your vicar level + your Wisdom modifier). If the save succeeds, the opponent can attack normally during the round. If the save fails, the opponent can't follow through with that attack, loses that part of its action, and can't directly attack the warded creature until its next turn. Those not attempting to attack you or the chosen ally remains unaffected. This effect does not prevent you or your chosen ally from being attacked or affected by area of effect spells. Once per round as a swift round, you can change which ally is warded in this way. This effect is similar to the sanctuary spell.