- See also Protection Spells.
This spell generates a globe of protection that protects all creatures within its confines from possession by magical spell and spell-like attacks such as magic jar for two rounds per caster level. The sphere has no effect on established conditions, except at the highest levels. The globe is centered on and mobile with the creature touched. Otherwise, the degree of protection depends on the caster's level.
At 7th level, the sphere protects against the magic jar spell, including that of ghosts and other creatures. Creatures with less than 4 Hit Dice or levels cannot take over or establish control over those within the area. Dead bodies (as opposed to undead) within the circle are completely protected from all control.
At 9th level, the protection is extended to creatures of less than 8 Hit Dice.
At 12th level, the protection is extended to all magical and psionic powers of possession and direct mind control, save those of demipower-or artifact-level status.
At 15th level, the protection also bars the area to controlled beings. These avoid or eject themselves from the sphere of protection if possible. If not, the possessing entity makes a single saving throw of 11, adjusted by the difference in level between it and the caster. For example, a 20 Hit Die creature trapped in a sphere cast by a 15th-level wizard has a saving throw of 6; a 10 Hit Die creature has a saving throw of 16.
If the saving throw is successful, the sphere of protection is destroyed. Failure means the possessing entity is ejected from the controlled being and its control is broken.
The caster can choose to make the sphere stationary. In this form, the duration is longer: two turns per caster level.
The material component for this spell is a gem or rock crystal, which is smashed and sprinkled in a circle around those protected as the incantation is completed.
Notes: Uncommon for abjurers, geometers, mentalists, necromancers, and (optional) Healer mages; otherwise, rare.