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

Protection from Evil and Good

Level 1 Abjuration Spell

Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.

The target can't be CharmedFrightened, or possessed by them, and when these creatures attack it, they have 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

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 1 Spell 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 an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. The target can't be CharmedFrightened, or possessed by them, and when these creatures attack it, they have Disadvantage.
  • LevelLvl 1 spell
  • SchoolConjuration School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: icon weapon type bg3 wiki guideMelee
  • Duration: Until Long Rest
  • Requires Concentration: Yes
  • Saving Throw: None

 

Protection from Evil and Good (Condition)

Duration: Remains until a Long Rest
(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
Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Challenge to Duel  ♦  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  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favour  ♦  Enhance Leap  ♦  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  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armour  ♦  Magic Missile  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite (Spell)  ♦  Shield  ♦  Shield of Faith  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Witch Bolt  ♦  Wrathful Smite

 




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