Casting Time 1 standard action
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no(see text)
This spell wards a creature from mental control, from summoned creatures, and from attacks by creatures considered emissaries of your divine heritage (see below). It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This effect only functions against spells and effects created by emissaries of your divine heritage.
Third, the spell prevents bodily contact by summoned emissaries of your divine heritage. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not emissaries of your divine heritage are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
What creatures qualify as emissaries of your divine heritage is determined by your lineage domains. Each lineage domain causes creatures that meet a specific criteria (detailed below) to qualify as emissaries. This is a mystic relationship between the creatures and the domains granted by your godling status— individual “emissaries” may have no direct connection to your divine parent.
Where the descriptions of emissaries mention to “roles,” they are referring to monster roles. As this information is not included in stat blocks, godlings with emissaries defined by roles are encouraged to prepare a list of the appropriate creatures for the GM to reference. When a creature does not have a defined role, it’s status as an emissary of a godling is determined by GM discretion.
Community: Organization includes army, clan, flock, herd, pack, platoon, tribe, or warband
Destruction: Has the “combat” role
Luck: Has the “any” role
Magic: Has the “spell” role
Nobility: Solitary is only organization
Repose: Channel energy ability
Rune: Has the “skill” role
Trickery: Has the “special” role
War: Organization includes gang, platoon, or squad
The Genius Guide To: The Mystic Godling