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

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[[File:Protection from Malevolence (spell).jpg|right|525px|thumb]]
 
[[File:Protection from Malevolence (spell).jpg|right|525px|thumb]]
'''Protection from malevolence''' bestows an enhanced [[Armour Class|armour class]] (AC) when facing the [[Weapons List|weaponry]] and [[Attacking in Combat|physical]] assaults of malicious creatures and [[Monsters|monsters]].
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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]].
  
In the context of this spell, malevolence is defined as an conscious desire to inflict serious harm upon or kill a combatant for personal reasons. Non-thinking creatures cannot be malevolent, as they are merely attempting to secure food for themselves and know no better.
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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.
  
Consequently, the spell is ineffectual against creatures that are merely defending themselves or their homes against player characters who are, in fact, the malevolent force in many situations.  That said,  certain entities, like the [[Undead|undead]] or manifestations hailing from the [[Lower Planes of Existence|underworld]], may be reliably viewed as malevolent, for part of their nature includes a strong desire to cause whatever evil and pain they're able to achieve.
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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.  
  
The spell enhances the recipient's [[Armour Class|armour class]] by +2 points against malevolent magical assaults or weapons that an enemy employs, with a +2 [[Saving Throws|saving throw]] also. Against bodily attacks, such as those involving [[Claw (attack)|claws]], [[Fangs (attack)|fangs]], [[Horn (attack)|horns]], [[Stinger (attack)|stings]] and similar forms, the protection affords a more substantial +4 AC bonus.  These bonuses also extend to any [[Saving Throws for Items|items]] the recipient may be carrying.
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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.
  
 
[[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Reviewed]]
 
[[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.