Cleanse Community
- SchoolAbjuration
- SphereProtection
- ComponentsV, S, M
- RangeSpecial
- AreaSpecial
- Casting time3 hrs.
- Duration1 year
- SaveSpecial
This spell works in much the same way as the 3rd level spell cleanse hearth, driving possessing spirits from an area for one year. The casting shaman, and any assistants, rampage through the village or community, striking at the air, ritually beating buildings, furniture, animals, and people.
The spell affects any group of dwellings considered by the inhabitants to form a single community. Most often this is a single village, but might be a valley or similar area, or even a city neighborhood inhabited by an isolated cultural or demihuman enclave.
No spirit is immune to the spell (unless bound), regardless of Hit Dice. However, such spirits remain unaffected if the person, beast or object they inhabited is not struck by any of the shamans. Further, any spirit making a successful saving throw vs. spell can return to the area after 1d10 months.
The material components for the spell are the branches and plants used to beat the spirits away.
Notes: Restricted to shamans, uncommon.
Sources: Priest's Spell Compendium