When you manifest this power, you give any good creatures near you the ability to combat evil more effectively. This power has several benefits.
Each affected creature gains the ability to smite evil. The smite attack can be used once during the duration of the power. Creatures using the smite attack gain a bonus on their damage rolls equal to your manifester level.
Greater glory blocks any attempt by a nongood creature to possess the warded creatures (by a magic jar attack, for example) or to exercise mental control over the creatures (including charms and compulsions). The protection does not prevent such attempts from targeting the creature, but it suppresses their effects for the duration of greater glory.
Each creature under the effect of greater glory gains a +2 insight bonus to Armor Class and on saves against the attacks, powers, and abilities of evil creatures.
Finally, evil creatures that attack a creature benefiting from greater glory must make Fortitude saves or be nauseated for 1d4 rounds.