I think we should simplify the area and just say "40-ft.-radius spread centered on you". To tell you the truth, I don't know why "nonevil creatures" is mentioned in the Area line of
blasphemy; I was just mindlessly copying it, not endorsing it.
If you are going to describe all such spells in one seed, you need a more generic name. [Word] maybe? [Logos]? [Maxim]?
The +4 SP/HD, coupled with no easy way to mitigate the spell, makes it much less problematic than the 7th level version. To get the full broken glory of the
blasphemy suite, you'd have to make it +1SP/HD.
Maybe a cleric with an alignment domain could spend a feat to get access to the relevant version of this seed, and also [aura]. I've drafted it as being kinda a clerical [augment] (which, BTW, is also a pain in the arse.) Anyway, here's my latest version:
[Aura](Esoteric)
Abjuration [Chaotic, Evil, Good or Lawful]
Root Spell: Cloak of Chaos, holy aura, shield of law, unholy aura Spellcraft Prerequisite: 24
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Target: Target creature
Duration: 20 hours
Saving Throw: See text
Spell Resistance: Yes (harmless)
When you develop a spell with the [Aura] seed you specify an alignment: chaotic, evil, good or lawful. A faintly glowing radiance momentarily surrounds the subject; as the glow fades to invisibility it grants protection from attacks, resistance to spells, and an active defense against attackers of the opposed alignment who successfully strike the subject.
Factor: To develop a spell which specifies both a moral and an ethical component (e.g. good and lawful creatures), increase the Spellcraft Prerequisite by +4. In such a case, the final spell will receive more than one alignment descriptor. You may not specify an aura which is opposed to your own.
Factor: To affect 20 creatures in a 20-ft. radius burst centered on you, increase the Spellcraft Prerequisite by +8.
This abjuration has the following effects:
- A warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
Factor: Each additional +1 bonus to AC and saves increases the Spellcraft Prerequisite by +4. - A warded creature gains spell resistance 32 against all spells of the opposed alignment, or spells cast by creatures of that alignment.
Factor: Each additional point of spell resistance increases the Spellcraft Prerequisite by +1. - The abjuration blocks possession and mental influence, just as protection from evil does.
Factor: To protect against mind-affecting effects as the mind blank spell, increase the Spellcraft Prerequisite by +8. To protect against divination effects as a mind blank spell, increase the Spellcraft Prerequisite by +8. These increases are cumulative. - If a creature of an opposed alignment succeeds on a melee attack against a warded creature, the offending attacker is afflicted with an effect determined by the alignment of the [aura]; a [good] spell renders the attacker permanently blind, an [evil] spell deals 1d6 points of Strength damage (Fort negates), a [lawful] spell renders them slowed and a [chaotic] spell renders them confused. Spell resistance and saying throws apply; the effects duplicate those of the blindness/deafness, slow and confusion spells although all save DCs are the same as that of [aura].
Conditions
A factor which makes a spell permanent may not combine with this seed.