Protection From Evil [REVISED]

Level: 1st Casting Time: 1
Range: touch Saving Throw: none
Area of Effect: creature touched Components: V,S,M
Duration: 2 rounds/level Abjuration
Subtlety: +3 Sensory: M Visual
Knockdown: none Critical: none


When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:

First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.

Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.

Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.

This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver.

This spell is reversible along the cardinal alignment directions, becoming either protection from good, protection from law, or protection from chaos; the second and third benefits of the spell remain unchanged. The material component for the cardinals are a circle of powdered iron, crushed glass, and coal dust, respectively.



The Planescape setting has forced me to realize the more interesting aspects of the AD&D alignment system, something which I generally abhor as a crutch for weak roleplayers. With this newfound focus on alignment, I found the typical good/evil focus of the core rules to be lacking, what with the just-as-intriguing horizons of law/chaos to explore. Hence, I altered the alignment-based spells to take into consideration the "forgotten branch of AD&D morality".