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 Malevolence1.jpg|right|490px|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]].
 
'''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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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.
 
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|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 ill they're able to achieve.
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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 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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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]]
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.
 
 
 
[[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Don't Review until 2022]]
 

Revision as of 00:12, 8 October 2023

Protection from Malevolence1.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.