AD&D 2nd Edition

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Divine Magic - 4th Level

Protection From Evil, 10′ Radius

School:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10-foot-radius sphere
Saving Throw: None

The globe of protection of this spell is identical in all respects to that of a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monster if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the OM decides. If such a creature is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.

The reverse, protection from good, 10′ radius, wards against good creatures.

To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the protection from evil spell.