Anti-Animal Shell

Level 6 priest spell · Abjuration

Raises a 10-ft. hemisphere no wholly or partly animal creature can enter, a turn per level.

Situation: Protect

Useful — worth a slot when its situation comes up.

Sphere
Animal, Protection
Range
0
Components
V, S, M
Casting time
1 rd.
Duration
1 turn/level
Area of effect
10-ft. radius (20-ft. diameter - PSC)
Saving throw
None

By casting this spell, the caster brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extraplanar). Thus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and lasts for one turn for each level of experience the caster has attained. Forcing the barrier against creatures strains and ultimately collapses the field.

The spell requires the caster's holy symbol and a handful of pepper.

Notes: Common for clerics and druids (PHB).

Sources

  • Player's Handbook page 288
  • Priest's Spell Compendium Vol 1
This spell on the AD&D 2nd Edition Wiki