Protection from Evil and Good

protection from good and evil spell baldursgate3 wiki guide 150px 2

Lv 1 Abjuration Spell

Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead.
The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage.

protection from good and evil spell baldursgate3 wiki guide 150px 2Until Long Rest
icon weapon type bg3 wiki guideMelee  icon concentration bg3 wiki guideConcentration

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action icon baldursgate3 wiki guide 25pxAction +spell slot icon baldursgate3 wiki guide 25pxSpell Slot

Protection from evil and good is a Spell in Baldur's Gate 3. Protection from evil and good is a Lvl 1 Spell from the Conjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

 

 

Protection from Evil and Good Information

  • Description: Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead.
  • The target can't be CharmedFrightened, or possessed by them, and when these creatures attack it, they do so with disadvantage.
  • LevelLvl 1 spell
  • SchoolConjuration School
  • Casting Time: 1 Action
  • Range: icon weapon type bg3 wiki guideMelee
  • Requires Concentration: Yes
  • Saving Throw: None
  • Additional Details: None

 

Protection from Evil and Good (Condition)

Duration: Remains until fully rested
(This Condition ends early if Concentration is broken)

The target is protected against aberrations, celestials, elementals, fey, fiends, and undead. These creatures have disadvantage on Attack Rolls against the target, and the target can’t be Charmed, Frightened, or Possessed by them.

 

 How to Acquire Protection from Evil and Good

Protection from evil and good can be acquired by the following classes:

Protection from evil and good can be cast by using the following Items:

 

Protection from Evil and Good Tips & Notes

Differences from D&D 5th Edition:

  • In 5E, this spell only lasts up to 10 minutes (100 Turns).
  • In 5E, if a creature is already charmed, etc., this spell grants advantage on future saving throws against the effect.

 

Lvl 1 Spells
Alarm  ♦  Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Charm Person  ♦  Chromatic Orb  ♦  Chromatic Orb: Acid (Lvl 1)  ♦  Chromatic Orb: Cold (Lvl 1)  ♦  Chromatic Orb: Fire (Lvl 1)  ♦  Chromatic Orb: Lightning (Lvl 1)  ♦  Chromatic Orb: Poison (Lvl 1)  ♦  Chromatic Orb: Thunder (Lvl 1)  ♦  Colour Spray  ♦  Command (Halt)  ♦  Compelled Duel  ♦  Comprehend Languages  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Detect Evil and Good  ♦  Detect Magic  ♦  Detect Poison and Disease  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favor  ♦  Divine Favour  ♦  Ensnaring Strike  ♦  Entangle  ♦  Expeditious Retreat  ♦  Faerie Fire  ♦  False Life  ♦  Feather Fall  ♦  Find Familiar  ♦  Find Familiar: Cat  ♦  Find Familiar: Crab  ♦  Find Familiar: Frog  ♦  Find Familiar: Rat  ♦  Find Familiar: Raven  ♦  Find Familiar: Spider  ♦  Fog Cloud  ♦  Goodberry  ♦  Grease  ♦  Guiding Bolt  ♦  Hail of Thorns  ♦  Healing Word  ♦  Hellish Rebuke  ♦  Heroism  ♦  Hex  ♦  Hunter's Mark  ♦  Identify  ♦  Illusory Script  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armour  ♦  Magic Missile  ♦  Purify Food and Drink  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite  ♦  Searing Smite (Spell)  ♦  Shield  ♦  Shield of Faith  ♦  Silent Image  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Tenser's Floating Disk  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Unseen Servant  ♦  Witch Bolt  ♦  Wrathful Smite

 




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