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''' 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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Therefore, the spell cannot be used to defend against animals or creatures lacking sense, who cannot distinguish one form of 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 partyThat 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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In the context of this spell, malevolence is defined as an conscious desire to inflict serious harm upon or kill a combatant for personal reasonsNon-thinking creatures cannot be malevolent, as they are merely attempting to secure food for themselves and know no better.
  
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 claws, jaws, horns, 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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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 situationsThat saidcertain 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.
  
[[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Don't Review until 2022]]
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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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[[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 00:17, 8 October 2023

Protection from Malevolence (spell).jpg

Protection from malevolence bestows an enhanced armour class (AC) when facing the weaponry and physical assaults of malicious creatures and monsters.

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)

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.

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 or manifestations hailing from the 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.

The spell enhances the recipient's armour class by +2 points against malevolent magical assaults or weapons that an enemy employs, with a +2 saving throw also. Against bodily attacks, such as those involving claws, fangs, horns, stings and similar forms, the protection affords a more substantial +4 AC bonus. These bonuses also extend to any items the recipient may be carrying.