Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration
, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Material Component:
holy water or powdered silver and iron, which the spell consumes
Verbal Component:
Benevis Protectio (Good) / Malus Protectio (Evil)
Verbal Component (Alternative):
I summon my power, to aid where I could; be protected from harm, be it evil or good.
Classes: Cleric, Paladin, Warlock, Wizard, Rogue
Domain: Protection
Tags: Buff, Debuff, Warding
Source: Player's Handbook [5th Edition] (page 270)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).