Exorcism

Exorcism
  • Abjuration
  • Level: White or Black 1
  • Components: V, S, M (A vial of holy or unholy water, sprinkled across the target), DF/F (A shofar)
  • Casting Time: 1 swift action
  • Range: Personal
  • Target: You
  • Duration: 1 round
  • Saving Throw: Will negates; see text
  • Spell Resistance: Yes; see text

You force your will against that of the possessing creature, trying with all the strength of your faith to rapidly drive it from the body of the unfortunate creature before you.

After casting this spell, you can spend a use of your channel energy ability (as a standard action) in an attempt to drive a possessing entity from its host. The host creature or object must be within range of your channel energy. Channel Positive Energy is able to drive off evil possessing entities, such as most undead and demons, while Channel Negative Energy is able to effect good possessing entities, such as angels. Either is capable of driving off neutral possessing entities.

The possessing creature must succeed on a Will save or be driven from the host and shunted into the nearest available open space. You must beat a creature’s spell resistance for them to be affected.

Your use of channel energy has no other effect if used in such a fashion.

A creature driven from its host cannot attempt to possess that same host for 24 hours. Creatures with a particular expertise in possession may be unusually resilient to this rapid exorcism – gaining bonuses on their saving throws, creating a violent rebuke on a successful save, requiring extended casting times, or necessitating unique material components or rituals (GM discretion if not otherwise noted).

Exorcism

Skies of Glass Planeswalker Planeswalker