As per the most popular post on this blog, I have a few issues with some of the lower level buffs in 3.5/Pathfinder. Here are modified descriptions for some of them that I hope are less overpowering, but have some new features to make up somewhat for the nerfing.



School abjuration [good]; Level cleric 1, inquisitor 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF


Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text


This spell wards a creature from attacks by extraplanar creatures and mental control, and has three major effects.

First, the subject gains a +2 deflection bonus to AC against Outsiders.

Second, the subject gains a +2 resistance bonus to Will saves against mental control magic (including enchantment [charm] effects and enchantment [compulsion] effects).

Third, the spell creates a feedback field around the subject that can damage any Outsider that touches the warded creature, or any spellcaster that attempts to possess it. Whenever the subject is struck by the natural weapons of an Outsider, the attacker takes 2 damage. For every round an Outsider is in physical contact with the subject (e.g., grappling), the Outsider takes 2d6 damage. If the subject is possessed by a spellcaster (not simply compelled, but fully controlled as by Dominate Monster or Magic Jar), the possessor takes 2d6 damage per round. All damage dealt by this field is untyped and bypasses all Damage Reduction.

The protection against contact by Outsiders ends if the warded creature makes an attack against or tries to grapple the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature without taking damage (the warded creature retains the bonus to AC, Will Saves, and feedback for possession). Outsiders allied with the deity of the caster (for divine versions of this spell) may be immune to all the effects of the spell.



School illusion (glamer); Level bard 2, cleric 2
Casting Time 1 standard action
Components V, S


Range personal or long (400 ft. + 40 ft./level) (see text)
Area 20-ft.-radius burst centered on a creature, object, or point in space
Duration 1 minute/level or 1 round/level (D) (see text)
Saving Throw: Will negates; see text or none (object); Spell Resistance: yes; see text or no (object)


This spell can be cast in one of two ways.

The first method releases the spell energy around the caster. All objects within the radius are muffled by invisible mystical force, reducing their ability to produce noise. All creatures within the burst add the Caster Level of the effect to their Stealth checks to remain quiet (or half the caster level if the Stealth check represents both being quiet and being unseen). Affected creatures can leave the radius after the spell is cast and retain the bonus. Voices are muffled somewhat, but subjects retain the ability to speak and cast spells without penalty. This effect lasts for 1 minute per level.

The second method uses the energy to make an attack on the ability to vocalize. In this case, the spell is used at range. All creatures within the burst must make a Will save. If the save is failed, they lose the ability to make any noise for 1 round per level. This prevents spellcasting, sonic attacks (if created by the creature rather than as a spell-like ability or spell-completion effect), and speech in general. Once affected, leaving the area of effect does not eliminate the silence.

Magic Circle


School abjuration [good]; Level cleric 3, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F (a circle of silver or silver dust describing the boundaries of the magic circle)


Range special (see text)
Area special (up to 10-ft.-radius) (see text)
Duration 10 min./level
Saving Throw Will negates (special); Spell Resistance no; see text


This spell empowers a circle of silver with warding effects. The circle must be made of unbroken silver, and can be up to 10 ft. in radius. While under the effects of the spell, the circle has Hardness 20 against all attacks to break it, but only 1 HP. If the circle is broken, the spell immediately ends.

Each Outsider that encounters the circle receives a single Will save. If successful, it can ignore the boundary of the circle (but those within are still protected, see below). If the save is a failure, however, the Outsider is unable to cross the circle, attack the circle, or direct any supernatural or spell-like abilities across the boundary of the circle (it can make purely physical ranged attacks across the circle, however).

All creatures within the area gain the effects of a Protection spell, and can enter and leave freely. These effects apply even to Outsiders that have successfully saved against being bound by the circle.

Outsiders can be called (e.g., via Planar Binding) into the circle by a caster standing outside of it. A creature successfully called in this manner is automatically treated as having failed the Will save against the circle. A Dimensional Anchor spell can be cast immediately before using a calling effect in this manner, and will automatically affect the called creature for the same duration as the Magic Circle (though the Dimensional Anchor can be Dismissed independent of the Magic Circle to allow called creatures to return home but not exit into the physical plane).

A Magic Circle can be made Permanent.