SPELL 8
Traditions divine
Cast somatic, verbal
Area 10-foot emanation; Targets 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.
Core Rulebook, page 331.
Open Divine Aura in the interactive spells list or browse all spells starting with D.