Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.
Protection From Evil (Abjuration) Reversible
Duration: Remainder of Scene, plus addt'l contiguous Scene per + of Power
Components: V, S, M (Common, see below)
Area of Effect: Creature Touched
Casting Time: 3 Combat Exchanges
Opposed By: n/a
The spell provides an aura that surrounds the target at a distance of one foot and acts as magical armor for the recipient, with the following benefits:
Protection from Any Attacks by Evil Creatures
Any Defense action taken by the recipient in response to an Attack action (physical or magical) from a creature with an evil aspect, may invoke this aspect. The recipient receives 1 free invocation--any further invocations cost the recipient a Fate point, as per normal.
The recipient of the spell gets a stackable armor benefit of +1dF (using the "+" only) for the duration of the spell, but only when attacked by a creature with an "evil" aspect.
Example: A fighter wearing Leather armor is the target of the Protection from Evil spell. The armor is worth +2dF, the spell is worth +1dF, and so the fighter has a total "armor" protection of +3dF when physically attacked by evil creatures.
Example: In the event that the same fighter was attacked by a mental attack by an evil creature, the fighter would also receive the +1dF benefit of the spell when determining his defense against the mental attack as well.
Cannot Be Touched by Enchanted or Conjured Creatures
For the duration of the spell, the recipient of the spell cannot be touched bodily by enchanted creatures such as: aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn.
Similarly any summoned creatures are also prevented from actually touching the recipient.
There is no cost to the recipient for this benefit.
The recipient has an aspect of Protected from Evil upon them for the duration of the spell. To complete this spell, the cleric must trace a 3' diameter circle upon the floor (or ground) with holy water for Protection From Evil, or with blood for Protection From Good - or in the air using burning incense or smoldering dung with respect to evil/good.
The variable of the spell is the duration of the effect.
Example: Cleric with a Will of +3 Casts Detect Evil (Difficulty: 1) rolls 2dF+2 and gets a +0. Assuming no other modifiers, this means the spell has a Power of...
(Skill "Will", +3) + (Dice 2dF+2, +0) - (Difficulty, 1) = +2 Spell Power
...which means that the target of the spell will be protected from Evil creatures for the duration of that scene, and the next 2 scenes as long as there is no narrative "break" or interruption between scenes. In other words, unless the following scenes begin immediately, one right after the other, the effect has expired.
This spell can be reversed to become Protection From Good, although it still keeps out enchanted evil creatures as well.