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This spell prevents physical and mental contact between the subject and evil creatures.

Uses[]

This spell is primarily used to increase defenses against monsters and evil creatures broadly. It is especially useful in thwarting the attacks of conjured or summoned creatures, or when dealing with planar threats such as demons and devils. It also comes in handy when dealing with creatures with charm and domination powers, such as vampires.

Original D&D[]

Protection from Evil[]

Debuted in Men & Magic, for the magic-user and the cleric. Anti-clerics can use the reversed form. Dragon Magazine #12 presented this spell on the Illusionist list, at a higher level.

  • Spell Level 1 (magic-user, cleric, anti-cleric) or 2 (illusionist)
  • Duration 6 turns

A magic circle around the caster keeps out attacks from enchanted monsters. It serves as "armor" against evil attacks, adding +1 to saves and taking -1 from the HD of evil opponents (this does not stack with magic armor or rings).

Reversed Form[]

Though not specifically described, the spell presumably keeps out attacks from enchanted monsters, and serves as "armor" against good attacks.

Protection from Evil, 10' Radius[]

Debuted in Men & Magic, for the magic-user and the cleric. Anti-clerics can use the reversed form. Dragon Magazine #12 added this to the Illusionist's list.

  • Spell Level 3 (magic-user) or 4 (cleric, anti-cleric, illusionist)
  • Duration 12 turns

A magic circle around every target in range keeps out attacks from enchanted monsters. It serves as "armor" against evil attacks, adding +1 to saves and taking -1 from the HD of evil opponents (this does not stack with magic armor or rings).

Reversed Form[]

Though not specifically described, the spell presumably keeps out attacks from enchanted monsters, and serves as "armor" against good attacks.

AD&D[]

Protection from Evil[]

Debuted in the Player's Handbook as a cleric spell and a magic-user spell.

Cleric[]

Level: 1 School: Abjuration
Components: V, S, M (holy water | blood)
Range: Touch Casting Time: 4 segments
Duration: 3 rounds/level Saving Throw: None
Target: Creature touched

To complete the spell, the caster must create a 3' diameter circle on the floor with the material comoponent, or in the air by burning the material component. Creates an aura of protection around the recipient. The protection encircles the recpient at a distance of 1 foot, creating the following effects:

  1. Attacks by evil creatures against the subject are at -2, and the subject saves against effects created by evil creatures at +2.
  2. Prevents bodily contact by enchanged or conjured creatures, such as summoned animals and summoned monsters, as well as creatures such as aerial servants, demons, devils, djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. This applies regardless of the creature's alignment.

DM Advice: Note that the spell stops the natural attacks of affected creatures from touching the protected character.

Reversed[]

When reveresed, this spell bestows attack penalties on good creatures, and saving throw bonuses on attacks that originate from good creatures. It still hedges out enchanted or conjured creatures regardless of alignment.

DM Advice: Note that the spell stops the natural attacks of affected creatures from touching the protected character.

Magic-User[]

Level: 1 School: Abjuration
Components: V, S, M (powedered iron and silver | blood)
Range: Touch Casting Time: 1 segment
Duration: 2 rounds/level Saving Throw: None
Target: Creature touched

To complete the spell, the caster must create a 3' diameter circle on the floor with the material comoponent, or in the air by burning the material component. Creates an aura of protection around the recipient. The protection encircles the recpient at a distance of 1 foot, creating the following effects:

  1. Attacks by evil creatures against the subject are at -2, and the subject saves against effects created by evil creatures at +2.
  2. Prevents bodily contact by enchanged or conjured creatures, such as summoned animals and summoned monsters, as well as creatures such as aerial servants, demons, devils, djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. This applies regardless of the creature's alignment.

DM Advice: Note that the spell stops the natural attacks of affected creatures from touching the protected character.

Reversed[]

When reveresed, this spell bestows attack penalties on good creatures, and saving throw bonuses on attacks that originate from good creatures. It still hedges out enchanted or conjured creatures regardless of alignment.

DM Advice: Note that the spell stops the natural attacks of affected creatures from touching the protected character.

Protection from Evil, 10' Radius[]

Debuted in the Player's Handbook as a cleric spell and a magic-user spell.

Cleric[]

Level: 4 School: Abjuration
Components: V, S, M (holy water or incense | blood or dung)
Range: Touch Casting Time: 7 segments
Duration: 1 turn/level Saving Throw: None
Area: 20' diameter sphere

To complete the spell, the caster must create a 3' diameter circle on the floor with the material comoponent, or in the air by burning the material component. Creates an aura of protection around all creatures in the area. The protection encircles the recpient at a distance of 1 foot, creating the following effects:

  1. Attacks by evil creatures against the subject are at -2, and the subject saves against effects created by evil creatures at +2.
  2. Prevents bodily contact by enchanged or conjured creatures, such as summoned animals and summoned monsters, as well as creatures such as aerial servants, demons, devils, djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. This applies regardless of the creature's alignment.

DM Advice: Note that the spell stops the natural attacks of affected creatures from touching the protected character.

Reversed[]

When reveresed, this spell bestows attack penalties on good creatures, and saving throw bonuses on attacks that originate from good creatures. It still hedges out enchanted or conjured creatures regardless of alignment.

Magic-User[]

Level: 3 School: Abjuration
Components: V, S, M (holy water or incense | blood or dung)
Range: Touch Casting Time: 3 segments
Duration: 2 rounds/level Saving Throw: None
Area: 20' diameter sphere

To complete the spell, the caster must create a 3' diameter circle on the floor with the material comoponent, or in the air by burning the material component. Creates an aura of protection around all creatures in the area. The protection encircles the recpient at a distance of 1 foot, creating the following effects:

  1. Attacks by evil creatures against the subject are at -2, and the subject saves against effects created by evil creatures at +2.
  2. Prevents bodily contact by enchanged or conjured creatures, such as summoned animals and summoned monsters, as well as creatures such as aerial servants, demons, devils, djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. This applies regardless of the creature's alignment.

DM Advice: Note that the spell stops the natural attacks of affected creatures from touching the protected character.

Reversed[]

When reveresed, this spell bestows attack penalties on good creatures, and saving throw bonuses on attacks that originate from good creatures. It still hedges out enchanted or conjured creatures regardless of alignment.

AD&D 2e[]

  • Spell Level: 1
  • Casting Time: Standard Action (1)
  • Components: Verbal, Somatic, Material; to complete the spell, the caster must trace a 3-foot diameter circle on the ground or floor with powdered silver.
  • Range: Touch
  • Target: Creature touched
  • Duration: 2 rds/level
  • Rarity: Common
  • Schools: Abjuration, Alchemy, Geometry

The recipient is surrounded by a 1-foot barrier that moves with them. This barrier has three major effects:

  1. Attack Penalty: Evil or evilly enchanted creatures take a -2 on attack rolls to hit the subject. The subject gains a +2 bonus on saving throws against effects that originate from such creatures.
  2. Protection from Mental Control: Any attempt to possess the subject's body (such as with magic jar) or exercise mental control (such as by means of a domination ability) is prevented. This doesn't prevent charms and enchantments, but it does prevent other creatures from declaring the subject's actions. It also does not remove a possessing life-force from the target, but it does prevent any new attempts at possession.
  3. Prevent Extraplanar Bodily Contact: Extraplanar or conjured creatures cannot contact the subject's body. This means that natural attacks of such creatures cannot hit the target, the target cannot be grappled by these creatures, etc. Summoned elementals, fiends, angels, animals, fey, and others are all prevented from such contact. This protection ends if the subject makes an attack against a barred creature, or tries to force bodily contact themselves.

Reverse[]

The reverse of this spell is Protection from Good.

Sources[]

OD&D: Men & Magic, page 23

Wizard's Spell Compendium, Volume 3; pg. 700

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