![]() ![]() That's consistent with the rest of the system keeping tabletop inches constant at an outdoor scale, but it seems extra-weird when the "10'" is explicitly in the name of the spell. In the Swords & Spells spell chart, protection from evil, 10' radius is given an area effect of 2" diameter, which is a little wonky because 1" is 10 scale yards, so the radius is effectively 30 feet. In fact, the inclusion of the added/separate ☑ bonus effect really seems to mostly confuse the issue. Like many things in the evolution of D&D, if we see this as a continuous work presuming awareness of Chainmail, then the idea that "enchanted monsters" are entirely warded beyond reach is easier to pick up on, and makes the spell seem much more useful. I think that when I first played D&D (via Holmes, basically the same) I interpreted the effect here in a very restrictive manner the protected got a ☑ bonus, no more, and the spell seemed very weak. The range is, of course, much reduced from that seen in Chainmail (but see below). Protection from Evil, 10' Radius: A Protection from Evil spell which extends to include a circle around the Magic-User and also lasts for 12 rather than 6 turns. At the 3rd level, better matching the spell from Chainmail, we also have: It's slightly unclear about whether there's one effect here or two (is the first sentence just flavor text, and are "enchanted monsters" the same or distinct from "evil opponents"?). This is a 1st-level spell for any spellcaster (magic-user or cleric). (Note that this spell is not cumulative in effect with magic armor and rings, although it will continue to keep out enchanted monsters.) Duration: 6 turns. It also serves as an "armor" from various evil attacks, adding a +1 to all saving throws and taking a - 1 from hit dice of evil opponents. Original D&D Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. In the 2nd Edition Chainmail quoted above, "complexity" (levels) for spells was not yet given but by the 3rd Edition this spell was set at "Complexity 3". well, there's the whole Pandora's Box of D&D "evil" right there, from just this one single sentence description for the spell. We could consider treating all creatures of Chaos as evil, but then that creates an asymmetry in the spell for Chaotic parties, at which time we might consider making it effect any of one's enemies. So as usual, players or a referee must make some kind of adjudications on the issue (except for Dragons which are explicitly noted as being "extremely evil and egotistical beasts."). 35) and of course the only alignments given are Law-Neutral-Chaos. But elsewhere it is written: "It is impossible to draw a distinct line between 'good' and 'evil' fantastic figures" (2E, p. It seems pretty potent - irremediably warding off all "evil" beings in a 12" radius, which would be a big chunk of one's playing table (to be downgraded later). This spell did not exist in the 1st edition of Chainmail, but was added in 2nd edition Chainmail (1972 pre-OD&D) as the 8th in its list of 8 spells. As we investigate this case, we will also consider the higher-level, area-effect versions of protection from evil.Ĭhainmail Fantasy Protection from Evil: A 12" diameter circle which will keep out all evil fantastic creatures/men. My friend Paul wrote about that earlier in the context of the detect evil spell from the clerical perspective. It seems like the rules as written ping-pong back and forth a bit between different editions (and is complicated by the fact that the very earliest version of D&D didn't even have any "evil" alignments as such). What can you do when evil stalks the land, threatening both the common man and heroes alike with doom and destruction? Consider casting protection from evil, a surprisingly potent 1st-level spell for both wizards and clerics.ĭ&D spells with "evil" in the title have a contentious existence there is ongoing debate about whether it's appropriate for them to work against anyone with an evil alignment factor, or if they should only work against foes immediately intent on doing one harm. ![]()
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