Spelljammer
Protection From Charm 10' radius
Realm:Charm, Protection
Name:Protection From Charm 10' radius
Spell Level:4
Rarity:Uncommon
Range:0
Duration:10 minutes/rank
Area of Effect:10' radius of caster
Components:V,S,M
Casting Time:8
Saving Throw:None
The cleric and all within 10 feet of him are immune to the effects of Charm spells and effects while they remain within the 10' radius of the cleric who cast this spell. If a target is currently affected by a Charm spell or effect, they gain a new saving throw but, even if they fail, they are immune to the effects of the Charm while within the radius of the spell but the Charm will again take effect when they leave the protective circle.

This same principle is true if a new target enters the area and are already Charmed. They gain a new saving throw but, even if they fail, the Charm has no effect while they remain within the radius of the spell.

Anyone who is within 10 feet of the caster when this spell is cast, gains a bonus to +10 to all saves vs Charm if they leave the radius of the spell. This effect lasts for 10 rounds but can be renewed by spending at least 2 rounds within the radius. For example, Dyson is within the radius of the spell when Kalin casts this spell. The next round, he departs the protective radius of the spell. He will have a +10 to saves vs Charm for 10 rounds. After 10 rounds, Dyson returns to the radius of the spell, spends 2 complete rounds within the radius and then departs. He again has a +10 to all saves vs Charm for another 10 rounds.

Note that even if the target would not normally get a saving throw vs the Charm effect, this spell ensures that they are allowed a saving throw. For example, if a particular Charm effect only allows those with a WP of 20 or higher to attempt a save, someone protected by this spell would also get a save even if they do not have a WP of 20 or higher.

Casting this spell requires both the cleric's holy symbol and some holy water.


Old Description

The cleric and all within 10 feet of him gain a +10 bonus to their saving throw vs. Charm spells and effects. If the target is currently affected by a Charm spell or effect, they immediately gain a new saving throw to throw off the effect when they enter the area of effect of this spell, but only once (i.e., if they enter the area of effect, and fail their save, and then depart the area of effect and re-enter at a later time, they do not get another saving throw roll).

Additionally, if the protected target of a Charm spell or effect makes a successful saving throw, they will automatically succeed in all future saves vs. the same effect from the same attacker for the duration of the spell, as long as they remain within the protective globe of this spell. If the target leaves the globe and then returns, he can be targeted again by the same spell and attacker. Casting this spell requires both the cleric's holy symbol and some holy water.

Note that even if the target would not normally get a saving throw vs the Charm effect, this spell ensures that they are allowed a saving throw. For example, if a particular Charm effect only allows those with a WP of 20 or higher to attempt a save, someone protected by this spell would also get a save even if they do not have a WP of 20 or higher.