Difference between revisions of "Protection from Malevolence (spell)"

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[[File:Protection from Malevolence1.jpg|right|455px|thumb]]
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[[File:Protection from Malevolence (spell).jpg|right|525px|thumb]]
'''Protection from malevolence''' provides the recipient with a greater [[Armour Class|armour class]] (AC) against the [[Weapons List|weapons]] and bodily [[Attacking in Combat|attacks]] of malicious [[Humanoid|humanoids]] and intelligent [[Monsters|monsters]].  For the purpose of the spell, '''malevolent''' is defined as intending to cause grievous harm against, or a desire to kill, a combatant; malevolent beings are ill-disposed, spiteful and unnaturally violent.
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'''Protection from malevolence''' is a spell that bestows a protective bonus to the recipient's [[Armour Class|armour class]]. This bonus applies against physical [[Attacking in Combat|attacks]], whether by [[Weapons List|weapon]] or [[Missile Weapons|missile]], against creatures wishing to cause harm maliciously. The benefit is not accrued against defenders who bear no ill will while being attacked — though this stipulation cannot be made to apply to any creature who, by nature, instinctively wish harm to the recipient, regardless of who began the combat.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Protection from Malevolence
 
| name = Protection from Malevolence
 
| range = touch
 
| range = touch
| duration = 6 rounds per level
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| duration = 6 [[Combat Round|rounds]] per [[Experience Level|level]]
 
| area of effect = 1 creature
 
| area of effect = 1 creature
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Cleric 1st Level Spells|cleric (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Cleric 1st Level Spells|cleric (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
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If cast by a [[Cleric (class)|cleric]], the recipient must be of the caster's faith. This stipulation does not apply if the  caster is a [[Mage (class)|mage]].
  
Therefore, the spell cannot be used to defend against animals or creatures lacking sense, who cannot distinguish one form of [[Food|food]] from another; nor is it an effective spell against someone who is '''defending''' themselves, their home or their family, from player characters who are themselves the malevolent party.  That said, some creatures, such as the [[Undead|undead]] or manifestations from the [[Lower Planes of Existence|underworld]], may always be treated as "malevolent."
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The effect is a +2 benefit to the recipient's armour class against weapons, with a +4 benefit against bodily attacks. This bonus is gained against non-intelligent creatures or those of low intelligence that attack by instinct, such as various animal predators. To be exempt from the spell, the attacked must be genuinely put upon — this suspends the effect of the spell when the recipient is the malevolent perpetrator of violence, not the defender.
  
The spell improves the recipient's '''AC by +2 points''' against weapons and other attacks that do not inflict direct bodily harm, such as the use of magic.  The protection provides '''+4 AC vs. bodily attacks'''.  Bodily attacks include methods such as attacking with [[Claw (attack)|claws]], [[Fangs (attack)|fangs]], [[Horn (attack)|horns]], [[Stinger (attack)|stings]] and so on.  Overall, against any malevolent attack, the recipient receives a '''+2 [[Saving Throws|saving throw]]''' — which also applies to [[Saving Throws for Items|items carried]] by the recipient.
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Naturally, this assures that numerous creatures that are prone to evil, such as [[Undead|undead]] or creatures from the various underworlds, may be safely identified as "malevolent." Likewise, in a [[War|war]] that is being fought against an enemy, where that enemy is as bent upon winning the battle as the character employing the spell, that the spell functions as desired.  
  
[[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Don't Review until 2022]]
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[[Saving Throws|Saving throws]] when under the influence of the spell receive a +2. No benefit is granted to [[Initiative|initiative]] or to the chance of being [[Surprise (combat)|surprised]].
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Multiple uses of the spell do not produce a cumulative effect. [[Paladin (class)|Paladins]], who experience a continuous protection that functions like this spell, are not affected by the spell's use.
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[[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 17:51, 12 April 2026

Protection from Malevolence (spell).jpg

Protection from malevolence is a spell that bestows a protective bonus to the recipient's armour class. This bonus applies against physical attacks, whether by weapon or missile, against creatures wishing to cause harm maliciously. The benefit is not accrued against defenders who bear no ill will while being attacked — though this stipulation cannot be made to apply to any creature who, by nature, instinctively wish harm to the recipient, regardless of who began the combat.

Protection from Malevolence
Range touch
Duration 6 rounds per level
Area of Effect 1 creature
Casting Time 1 round
Saving Throw none
Level cleric (1st); mage (1st)

If cast by a cleric, the recipient must be of the caster's faith. This stipulation does not apply if the caster is a mage.

The effect is a +2 benefit to the recipient's armour class against weapons, with a +4 benefit against bodily attacks. This bonus is gained against non-intelligent creatures or those of low intelligence that attack by instinct, such as various animal predators. To be exempt from the spell, the attacked must be genuinely put upon — this suspends the effect of the spell when the recipient is the malevolent perpetrator of violence, not the defender.

Naturally, this assures that numerous creatures that are prone to evil, such as undead or creatures from the various underworlds, may be safely identified as "malevolent." Likewise, in a war that is being fought against an enemy, where that enemy is as bent upon winning the battle as the character employing the spell, that the spell functions as desired.

Saving throws when under the influence of the spell receive a +2. No benefit is granted to initiative or to the chance of being surprised.

Multiple uses of the spell do not produce a cumulative effect. Paladins, who experience a continuous protection that functions like this spell, are not affected by the spell's use.