This is an article in the continuing series, “Fun with Magic”, where I examine spells from the D20 System Reference Document, which corresponds to spells from the Player’s Handbook v. 3.5. These spells are in almost every campaign and form the foundation of spells used in Yön. Each article demonstrates strengths and weaknesses of a particular spell and some unique applications for each, to the limit of the author’s imagination, such as it is.
Antilife Shell
Abjuration
Level: Animal 6, Clr 6, Drd 6
Components: V, S, DF
Casting Time: 1 round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
This spell is the ultimate definition of “personal space” for clerics and druids that want absolutely no mucking about in melee. In constricted space, such as a dungeon corridor, the spellcaster can play “Horatio on the bridge”, covering his friends’ escape (if a wizard with a more handy wall of force spell is not available for such a thing).
There is, however, one very important consideration when using this spell: most Conjuration (healing) spells are touch spells, which means that you can’t heal your friends in a fight—or use any other touch spells—without ending the spell.