Magic circle against alignment
Magic circle against evil
Magic circle against good

Spell level: bard 3; cleric 3; paladin 3; sorcerer/wizard 3

Innate level: 3
School: abjuration
Components: verbal, somatic
Range: touch
Area of effect: medium (3.33 meter radius), around a single creature
Duration: 1 hour / level
Save: harmless
Spell resistance: no

Description: When this spell is cast, the caster chooses to be protected from either good or evil. The spell target and all allies within 10 feet receive a +2 deflection bonus to armor class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.


  • Clarification: Allies only gain these bonuses as long as they stay within 10 feet of the target. Leaving this area immediately removes the bonuses and reentering the area reapplies them.
  • The bonus granted to saving throws stacks with the bonus granted by protection from alignment.
  • This spell is subject to the mobile area of effect bug, in which an area of effect can lag behind the character it is attached to, allowing that character to actually exit the area of effect if moving fast enough. This results in the spell ending prematurely. (A fix for this is available on the Vault[1].)
  • If a potion of this spell is made (typically via brew potion), and if that potion is fed to an associate, then the against evil variant is automatically chosen.

Custom content notes[]

Circle against evil:

  • primary script: NW_S0_CircEvil
  • OnEnter script: NW_S0_CircEvilA
  • OnExit script: NW_S0_CircEvilB

Circle against good:

  • primary script: NW_S0_CircGood
  • OnEnter script: NW_S0_CircGoodA
  • OnExit script: NW_S0_CircGoodB

External links[]