Casting Time: 1 action
Range: Self (10 ft
)
Components: V, S
Duration: Concentration
, up to 1 hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Verbal Component:
Scutum di Contra Vita
Verbal Component (Alternative):
I ward this place with this spell, repelling life with an magic shell
Class: Druid
Domain: Protection
Tags: Negation, Warding
Source: Player's Handbook [5th Edition] (page 213)
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Spell FAQs
Below are commonly asked questions about this spell. 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 spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
Can a creature with a natural weapon that has reach (like a dragon's tail) make an attack through the Antilife Shell spell?
Short answer: No.
The Antilife Shell spell states:
An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
However, the spell also states:
The barrier prevents an affected creature from passing or reaching through.
Natural weapons are by definition part of a creature's body, and can therefore not reach through to attack targets within an antilife shell. However, the intent is clearly that no part of the creature's body can make it through the barrier. Natural weapons are by definition part of a creature's body, and can therefore not reach through to attack targets within an antilife shell. (Ranged natural weapons, such as a manticore's tail spikes, are no longer attached to the body and should go through).
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).