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Spirit Guardians: Difference between revisions
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| summary = This spell allows spellcasters to call forth spirits to damage nearby targets and slow their [[Movement Speed|Movement]]. | | summary = This spell allows spellcasters to call forth spirits to damage nearby targets and slow their [[Movement Speed|Movement]]. | ||
| description = Call forth spirits to protect you. | | description = Call forth spirits to protect you. | ||
| extra description = Nearby enemies take {{DamageText|3d8|Radiant}} or {{DamageText|3d8|Necrotic}} damage per turn, and their [[Movement Speed]] is halved | | extra description = Nearby enemies take {{DamageText|3d8|Radiant}} or {{DamageText|3d8|Necrotic}} damage per turn, and their [[Movement Speed]] is halved. | ||
| warning = {{Prereq|Caster can't become {{Cond|Invisible}} while [[Concentration|Concentrating]] on this spell.}} | | warning = {{Prereq|Caster can't become {{Cond|Invisible}} while [[Concentration|Concentrating]] on this spell.}} | ||
| cost = action, spell3 | | cost = action, spell3 |
Revision as of 19:46, 27 April 2024
This page is about the spell, Spirit Guardians. For other similar pages, see Spirit Guardians (disambiguation).
Spirit Guardians is a level 3 conjuration spell. This spell allows spellcasters to call forth spirits to damage nearby targets and slow their Movement.
Description
Call forth spirits to protect you.
Nearby enemies take 3d8Radiant or 3d8Necrotic damage per turn, and their Movement Speed is halved.
Caster can't become while Concentrating on this spell.
Properties
- Cost
- Action + Level 3 Spell Slot
- Details
- WIS Save (On Save: Targets still take half damage.)
- Range: Self
- AoE: 3 m / 10 ft (Radius)
- Concentration
At higher levels
When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8Radiant or 1d8Necrotic damage for each spell slot level above 3rd.Variants
Condition: Spirit Guardians Aura
Duration: 10 turns
- Spirits protect the affected entity.
- Nearby enemies take 3d8Radiant or 3d8Necrotic damage per turn, and Movement Speed is halved.
- The caster can't become while concentrating on this spell.
- On a successful save, targets still take half damage.
- WIS Save
How to learn
Classes:
- Class Level 5: Cleric, and War Domain (Domain Spell)
- Class Level 6: College of Lore (via Magical Secrets)
- Class Level 10: Bard (via Magical Secrets)
Notes
- When is cast on a someone currently using , the spell ends immediately.
- Unlike most spells, will not damage (and thus kill) knocked-out enemies.
- The incantation for Spirit Guardians is Ira et Dolor, Latin for "anger and pain".