Protection From Evil
(Abjuration)
Reversible: Protection From Good

[default: cleric, mu: magic-user]


Level: c1, mu1
-
Range: Touch
-
Duration: 3r* (mu: 2r*)
Components: V, S, M
-
CT: 4 (mu: 1)
-
Save: None
Area: Creature touched
-
-
-

Explanation/Description: When this spell is cast,
it acts as if it were a magical armor upon the recipient.
The protection encircles the recipient at a one foot distance,
thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, <should read 'extra-planar' monsters, I think>
demons,
devils,
djinn,
efreet,
elementals,
imps,
invisible stalkers,
night hags,
quasits,
salamanders,
water weirds,
wind walkers,
and xorn.
Summoned animals or monsters are similarly hedged from the protected creature.
Furthermore,
any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls ”to hit” the protected creature,
and any saves caused by such attacks are made at +2 on the protected creature‘s dice.
<note: the above list should be updated to incl monsters from the FF, MM2, etc.>
<does the spell work against deities?>

Protection From Good: This spell can be reversed to become protection from good,
although it still keeps out enchanted evil creatures as well.

Q: In TSR's D&D module B2, several
monsters are equpped with Amulets of
Protection from Good, which cause
them to be treated as Undead of the
next higher type. Would the reverse of
the first level clerical spell Protection
From Evil enable Undead to perform in
a similar manner?
A: The Amulets in question are magic
items, created by a difficult and expensive
process. The spell would NOT
have the same effect, and wearing more
than one Amulet will have the same effect
as wearing more than one Ring of
Protection (only one will apply).
(Polyhedron #2)

Q. Does a protection from evil spell
keep out undead?
A. This is a common misinterpretation
of the spell. However, the PHB quite
clearly states the protection from
evil produces a magickal barrier which
prevents bodily contact by enchanted
or summoned creatures only.  So,
unless an undead has been conjured
from another dimension, for example, it
would not be held at bay by this spell.
Moreover, if any attacks are launched
from within the protective circle of
th espell, the barrier is immediately
negated and cannot be raised against
that particular monster again.  Of
course, the bonuses to the caster's
AC and saves will
remain effective in all cases.
(Imagine #13)

DMG.Cleric: Note that this excludes (keeps out) monsters using natural (body) weapon attacks which require touching the protected character.

DMG.MU: This spell prevents attacks which employ parts of the body of affected creatures.
(Cf. cleric spell of the same name.)

MC: To complete this spell,
the cleric must trace a 3’ diameter circle upon the floor
(or ground)
with holy water for protection from evil,
with blood for protection from good --
or in the air using burning incense or smoldering dung with respect to evil/good.

MC.magic-user: With the differences shown above,
and the requirement of powdered iron && silver as the material components for tracing the magic circle for protection from evil,
the spell is the same as the first level cleric protection from evil spell (q.v.).


Question: Can a Magic-user of an evil alignment cast a
Protection from Evil around himself to protect him from other
evil creatures?

Answer: Sure, he can. Just because he is evil doesn’t mean he can’t
protect himself from others that are evil. Also, he can cast a Protection
from Good, which will keep out good as well as enchanted evil
creatures.

Q: In issue #138, you said that protection
from evil effects do not keep
undead at bay, except for ghouls.
Come on! Since all undead are magically
created, they're all enchanted
monsters and all are thwarted by
protection from evil. While we're at
it, you also said that banshees turn
as specials, if they can be turned at
all. Come on again! The rules say
that clerics have power over the
undead, not some undead.

A: The only undead that are magically
created are skeletons and zombies, which
are created with the animate dead spell.
However, enchanted monsters are those
brought into being with conjuration/
summoning spells, and animate dead is
necromantic. Ghouls are hedged out because
their descriptions in the 1st Edition
Monster Manual and 2nd Edition Monstrous
Compendium say they are. Still, the
DM could rule that the normal undeadcreation
process (in which a being killed
by certain undead beings becomes an
undead creature, too) is magical. Expanding
the list in this fashion logically would
include lycanthropes (which suffer from a
quasi-magical curse), golems (which are
ritually created), creatures such as
owlbears and bulettes (commonly known
to be magical crossbreeds), and gargoyles
(which have ?magical natures?)?and the
list goes on.
It's much better to draw the line early on.
_________________________________

The rules don't say that clerics have
power over all undead. Banshees were left
off the clerics vs. undead table in the
AD&D 1st Edition DMG because they
couldn?t be turned in those rules (see the
1st Edition Monster Manual, "Groaning
Spirit"). Currently, banshees can be turned
as ?special? undead (see ?Groaning Spirit,?
Monstrous Compendium, Volume 2).
(155.57)



Runecrow wrote:
Hello Gary, I have a quick question. I am almost ashamed to ask it because I'm sure it's probably been asked a million times; but I am having somewhat of a time coming to a conclusive call on this.

I was wondering about the original intent behind the protection from evil spell. This was brought up by a player recently and I've been contemplating it for a few days. Now, was it originally meant to be that the "hedging out of enchanted/summoned creatures" effect was to be suspended if the spell recipient attacked such a creature; or was it meant to be that the cleric/magic-user could attack and the "hedging" ability remained effective? I have looked and looked but found nothing stating that the "hedging" effect is suspended if the recipient attacks.

If the "hedging" ability was meant to be suspended, was it meant to be universally suspended?
That is, if the cleric were fighting 4 elementals, and attacked one, would all 4 now be able to attack the cleric?

If a paladin attacks, and the intent is for the "hedging" to be suspended, for what duration, since the paladin's ability is effectively continuous?
Is the paladin's aura suspended in relation to that attacked creature permanently?
Or only for the combat duration?

As I read the rules, it seems to me that attack should not suspend the "hedging" ability, from a 'written rules' point of view. I thought I would ask you so that, if the intent was originally to suspend the "hedging" upon attack, I could at least say, "Because Gary Gygax said so" to answer my player's question of, "Why?" when I said the effect would be suspended.

Also, I hope all is going well, and that any personal studies beyond the game are also going well.

Thanks.


The protection from evil spell keeps said foes away from the protected.
If the latter chooses to move into range to assail the evil opponents, there goes the hedge.
simple as that.
It is a protective spell, not one of offense.

Cheers,
Gary
 

Quote:
Originally Posted by haakon1
Hi Gary -- I have would like to access your encyclopedic knowledge of fantasy for a query on silver.

That is, what would the magical uses of silver be? In particular, I'm thinking of the material component for Protection from Evil 10' Radius (sprinkled in the appropriate way) and anti-werewolf material. Anything else come to mind?

I'm trying to think of a good reason my villain is interested in a secret silver mine/making silver weapons.

It helps if you figure out the plot before you begin the adventure . . . but the PC's weren't supposed to find this anyhow!


You are spot on.
In folklore, silver is indeed valued for its proctetive qualities against evil.
The use of silver against were-creatures is an example of how it an an inimical metal to creatures of evil, just as cold iron is reputed to be inimical to denizens of the Fairy realm.

Cheerio,
Gary