The warded creature is immune to the effects of one specified spell for every four levels the character has. The spells must be of 4th level or lower. The warded creature effectively has unbeatable SR regarding the specified spell or spells. Naturally, that spell immunity doesn't protect a creature from spells for which SR doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.
A creature can have only one spell immunity spell in effect on it at a time.
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent cant follow through with the attack, that part of the attackers action is lost, and the attacker cant directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. While protected by this spell, the subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
The subject contracts a disease, which strikes immediately (no incubation period). The character infects the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom.
Shatter creates a loud, ringing noise that shatters brittle, nonmagical objects, sunders a single solid, nonmagical object, or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 3-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per the character's level are not affected, but all other objects of the appropriate composition are shattered.Alternatively, the character can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of damage per caster level (maximum 10d6), with a Fortitude save for half damage.
This abjuration grants a creature temporary invulnerability to the selected energy type (acid, cold, fire, electricity, or sonic). When the spell absorbs 12 points per caster level of elemental damage, it is discharged. The spell protects the recipient's equipment as well.
Protection from elements absorbs only damage. The character could still suffer unfortunate side effects.
Note: Protection from elements overlaps (and does not stack with) resist elements and endure elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.