Protection from Evil cast on a player who’s already under a Charm Person spell?

I’m currently playing a D&D 3.5 campaign and in our last session our fighter has fallen under a Charm Person spell cast by an evil enemy spellcaster. My character is a Cleric and has access to both Protection from Evil and Magic Circle against Evil. If I cast the former upon the figher, or the other one so that the fighter is included in the affected area, what happens? I’m not sure how to interpret the spell’s description. From the PHB (emphasis mine):

The barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect.

Therefore, it seems that once the spell is cast the target becomes immune to the mental influence of the evil entity. However, the spell description also says that (emphasis mine)

If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.

It is clear that the spell does not nullify Charm Person, but the controller seems (at least) to be unable to give orders to the targeted creature. What about the order given before Protection from Evil is cast? There are three possible interpretations:

  1. Nothing happens, as the target was already Charmed before;
  2. The creature is still Charmed but the evil guy cannot give new orders (as Protection suppresses the effects of Charme);
  3. Charme Person is stopped for the duration of the Protection spell, and my fighter is free to act as he pleases.

Thank you for your input!

(New to DND/Roleplaying) How to better RP A character struggling for power from an evil entity?

As stated I am fairly new to the game and have roughly six sessions under my belt in our campaign and two one shots and a guest appearance on another campaign. Mechanically I understand the game but I am fairly new to roleplaying….and clearly didn’t consider that before designing my first character. I won’t lie and say I made the character after understanding how the game worked…however our DM was very open to homebrewing something fun for me.

My character is a female half elf Hexblade Warlock. Brief backstory summary is her family and lineage is cursed for using magic in search of power. Saya (my character) was forbidden to use magic from birth in fears of the curse, she naturally uses magic and becomes interested in it. Her parents are killed by the fiend that cursed them for trying to stop her from using the magic that makes it more powerful blah blah blah flavortown. Her sword at some point in her search for this fiend become imbued with his power unbenounced to her. During a hard fight as she went down a voice appeared in her head as she blacked out asking if she wanted to live and have the power to do so. subconsciously she agreed (making her pact with the fiend and becoming a hexblade) she awoke with small horns (homebrew for later) frightened by then she hides them with a witches hat she finds in town before meeting with the rest of the party, keeping them hidden from the party.

Saya is NOT an evil character. The FIEND however IS. Her homebrew properties are her horns, they are designed around a custom wild magic table our DM made for her. There are 10 levels to the table increasing every time she rolls the level number or lower on cantrips or spells. Anytime this happens a random wild magic event tailored around her happens….as well as her horns growing an additional inch. Each time the fiend slowly gains power as Saya has to fight it off, eventually losing control temporarily or possibly permanently becoming feral and attacking anything in sight (including the party)

Now my question is….being new to roleplaying, how should I go about this journey? It is a struggle for power between her and fiend, the closer she gets to 10 the more….evil? I feel she will become before snapping. It is already a challenge for me to have picked a female character ( I am male) but to have also made a character with seemingly split personality issues as my first character.

note the rest of the group is VERY talented at roleplaying so I am trying extremely hard to do my best at this and want to be as interesting as possible with how amazing all of the other players are.

Thanks in advanced!

How much holy water is needed to cast Protection from Evil and Good?

In the PHB on page 270 we can read in the desription of Protection from Evil and Good that:

Components: V,S,M(holy water or powdered silver and iron, which the spell consumes)

Since the material components are consumed, they cannot be replaced with a spellcasting focus, as per the PHB (p.203)

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

This is reinforced by sage advice:

A spellcasting focus can be used in place of a material component only if that component has no cost noted in the spell’s description and if that component isn’t consumed.

The description does not list a cost in gp though. Which brings about the question above. While holy water is created in discrete 25gp “units”, powdered silver and iron are not, so we cannot just assume that you need 1 unit of holy water (ie. 25gp worth).

So, is a sprinkle of holy water enough? (Allowing the caster to use 1 unit for multiple castings.)

If one would use silver and iron, how much would they need? 25gp worth? Just “some”?

Would Protection From Good and Evil protect a monster from a PC?

Some monsters can cast Protection From Good and Evil, such as an Orc Hand of Yurtrus. By spell name alone, this seems like it would be useful against a good-aligned party.

The spell description, however, states:

one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

Unless those are just examples of creatures it can protect against, and not a full list, it doesn’t sound like the spell offers meaningful protection against, say, a halfling paladin.

Is it just broadly assumed that Protection From Good and Evil will work against PCs, when cast by a monster, or have I missed something?

How does the targeting of the Protection from Evil and Good spell work with an Intellect Devourer’s Body Thief action?

The Intellect Devourer’s Body Thief action specifies:

A protection from evil and good spell cast on the body drives the intellect devourer out.

However, the protection from evil and good spell can only target a creature, not the body in particular. How do I reconcile this difference? Can I assume that targeting a creature equates to targeting its body?

Does protection from good and evil kill the host of an Intellect Devourer?

The description of the Intellect Devourer in the MM and SRD says

A protection from evil and good spell cast on the body drives the intellect devourer out. … By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.

Is a character functionally dead immediately upon losing a contest of Intelligence vs an Intellect Devourer? [barring a wish spell]. It seems rather draconian for a CR2 creature, if so. [Hell, even if not so, requiring one of those two specific spells seems rough even if one is a 1st level spell, that is assuming it even helps]

Can an evil character cover there alignment?

Is there anyway for an evil NPC to cover up there alignment if a player attempts detect evil?

I am working on a Silver Dragon antagonist. This NPC will appear to the players as a number of human NPC’s setting tasks, missions, appearing as a friend. The dragons goal is to attempt to prevent an ancient doomsday prophecy coming to fruition. Each spell it learns will become branded to its scales in a series of runes which in human form will take the form of tattoos so over time the players may be able to work out these different humans are connected in some way.

The Dragon will determine the only way to stop this prophecy is to enact an ancient ritual involving it sacrificing itself to destroy all intelligent creatures with evil or chaotic alignment in all the planes of my world therefore becoming the very prophecy it was seeking to prevent. At first I thought the dragon would remain good as it believes its aims are good, but, I now see it will have to have its alignment shift as the campaign progresses and it becomes more convinced that mass genocide is the only way to save the world from lawful good at the start, to chaotic good and then chaotic evil.

Is there a current way for this dragon to hide its true alignment from any magical check or am I going to have to create a way for it to do this? Possibly one of the spells the party hunt out for it.

Shifting Sacred Flame to Toll the Dead for Evil NPCs

The PHB makes it clear that radiant damage comes from the Positive Plane and is often associated with the Celestials of the Upper Planes, while necrotic damage comes from the Negative Plane and is often associated with Fiends and the Lower Planes

Damage Types (PHB196)

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul. Radiant. Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.

Positive and Negative Planes (PHB300)

Like a dome above the other planes, the Positive Plane is the source of radiant energy and the raw life force that suffuses all living beings, from the puny to the sublime. Its dark reflection is the Negative Plane, the source of necrotic energy that destroys the living and animates the undead.

Several cleric spells allow you to choose your damage type between radiant or necrotic, and if spirit guardians is the exemplar, you would make this choice based on alignment.

Spirit Guardians (3rd level conjuration)

You call forth spirits to protect you…If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil).

Destructive Wave (5th level Evocation)

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you…take[s]…5d6 radiant or necrotic damage (your choice)

Forbiddance (6th level Evocation)

You create a ward against magical travel…the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

Other cleric spells do just one or the other type of damage, but there are enough of these that DMs and players making alignment-based choices can find appropriate damage types at most levels:

1st: Guiding Bolt (radiant), Inflict Wounds (necromancy)

4th: Guardian of Faith (radiant)

5th: Flame Strike (radiant), Holy Weapon (radiant)

6th: Sunbeam (radiant), Harm (Necrotic)

7th: Finger of Death (Necrotic), Symbol (Death) (Necrotic)

8th: Sunburst (radiant)

However, at the time of the printing of the PHB and MM, there were no official cleric cantrips that did necrotic damage. This led to NPC’s such as the Acolyte (any alignment), Cult Fanatic (any non-good alignment), and Priest (any alignment) being assigned for their principle offensive cantrip sacred flame, which does radiant damage.

Now that Xanathar’s Guide to Everything has made official a cantrip that deals necrotic damage (toll the dead), would it make sense to replace sacred flame in the stat blocks of evil NPC’s with toll the dead?

Are there any balance or other issues that arise with such a general change?

Or, would it make more sense to keep sacred flame, but to modify it so that the caster can choose the damage type, as in spirit guardians et al.?

Related: Are positive and negative energy from their respective planes inherently good and evil?

Why were Orcs changed from lawful evil in AD&D 2e to chaotic evil by D&D 5e? [closed]

When I played AD&D 1e and 2e Orcs were listed as lawful evil in the Monster Manual. Lawful Evil as their alignment was consistent with other similar races like Goblins, Hobgoblins, and Bugbears. To my surprise the D&D 5e Monster Manual lists Orcs alignment as chaotic evil, with a description of how Orc tribes work. Why was the Orc alignment changed?

Plenty of AD&D 1e and 2e adventures had Orcs as mercenaries which fit the LE willingness to follow orders. Orcs as CE seem unsuited to organization beyond a tribe as they follow only the strong. The AD&D 2e Monster Manual even suggested that trade was possible with Orcs if you had a well defended enough settlement that trade would be easier than conquest.