Protection From Evil
(Abjuration)
Reversible: Protection From Good

[default: cleric, mu: magic-user]



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

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?>
 

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)

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.).


 

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


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.

A: The only undead that are magically
created are skeletons and zombies, which
are created with the animate dead spell. <cf. The Death Master, aka THE NECROMANCER, unless you are using the WHITE DWARF Necromancer>
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)
 

Protection From Evil
If a figure so protected goes up to an opponent which is not allowed
a physical touch because of the spell, and starts to beat on him/her/it,
that opponent is NOT prevented from returning the blows! But as soon
as the figure ceases and backs off, assuming the spell is still in effect, the
Protection again applies. This ruling was agreed to by Gary Gygax
when we discussed Will-o-the-Wisps and Protection from Evil. Naturally, a protected figure could discharge missiles or spells and still be
protected from physical touch.
(TD33, LTH)



 


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
 


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