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0Planeslayer's Call00mind-affecting, see text4-1-11 standard action0V, S, DF1yes0-10-1000cleric/oracle 5, inquisitor 4, paladin 4Advanced Class Guide0Allies gain benefits against outsiders of an alignment you choose.010-1-11000-1The magic of your allies in the area becomes more potent against certain outsiders. Choose one alignment subtype (chaotic, evil, good, or lawful). Against outsiders with that alignment component or subtype, your allies in the area gain a +2 bonus on caster level checks to overcome spell resistance, and their spells ignore the first 10 points of energy resistance (but not energy immunity). This spell gains the alignment descriptor that is opposite the outsider alignment chosen. For example, if you choose for the spell to affect evil outsiders, then this spell has the good descriptor.00allies within a 20-ft.-radius burst centered on youcompulsion001 round/level-10-120 ft.

Planeslayer's Call

School enchantment (compulsion) [mind-affecting, see text]; Level cleric/oracle 5, inquisitor 4, paladin 4

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range 20 ft.
Targets allies within a 20-ft.-radius burst centered on you
Duration 1 round/level
Saving Throw none; Spell Resistance yes

DESCRIPTION

The magic of your allies in the area becomes more potent against certain outsiders. Choose one alignment subtype (chaotic, evil, good, or lawful). Against outsiders with that alignment component or subtype, your allies in the area gain a +2 bonus on caster level checks to overcome spell resistance, and their spells ignore the first 10 points of energy resistance (but not energy immunity). This spell gains the alignment descriptor that is opposite the outsider alignment chosen. For example, if you choose for the spell to affect evil outsiders, then this spell has the good descriptor.

NULL-10050-1-1-1enchantment-1005-10-100-1-1-114-1-1NULLnone0-100

The magic of your allies in the area becomes more potent against certain outsiders. Choose one alignment subtype (chaotic, evil, good, or lawful). Against outsiders with that alignment component or subtype, your allies in the area gain a +2 bonus on caster level checks to overcome spell resistance, and their spells ignore the first 10 points of energy resistance (but not energy immunity). This spell gains the alignment descriptor that is opposite the outsider alignment chosen. For example, if you choose for the spell to affect evil outsiders, then this spell has the good descriptor.

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