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{{hatnote|This page is about the spell, Spirit Guardians. For other similar pages, see [[Spirit Guardians (disambiguation)]].}}
{{SpellPage
{{SpellPage
| name = Spirit Guardians
| name = Spirit Guardians
| image = Spirit Guardians Icon.png
| image = Spirit Guardians.webp
| level = 3
| level = 3
| school = Conjuration
| school = Conjuration
| ritual =
| ritual =  
| classes = Cleric, War Domain
| classes = Cleric
| class learns at level 5 = Cleric, War Domain
| class learns at level 5 = Cleric, War Domain:Domain Spell
| class learns at level 2 =
| class learns at level 6 = College of Lore:via [[Magical Secrets]]
| races =
| class learns at level 10 = Bard:via [[Magical Secrets]]
| race learns at level 1 =
| races =  
| race learns at level 2 =
| race learns at level 1 =  
| race learns at level 2 =  
| 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 = Nearby enemies take {{DamageText|3d8|Radiant}} or {{DamageText|3d8|Necrotic}} damage per turn, and their [[Movement Speed]] is halved. Lasts for 10 turns.
| 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.
On a successful [[Saving Throw|Save]], targets still take half damage.
| warning = {{Prereq|Caster can't become {{Cond|Invisible}} while [[Concentration|Concentrating]] on this spell.}}
 
| cost = action, spell3
Caster can't become [[Invisible (Condition)|Invisible]] while [[Concentration|Concentrating]] on this spell.
| attack roll =  
 
| damage =  
Variants:
| damage modifier =  
* {{IconLink|size=28|Spirit Guardians Icon.png|Spirit Guardians: Radiant}}
| damage type =  
* {{IconLink|size=28|Spirit Guardians Icon.png|Spirit Guardians: Necrotic}}
| damage save =  
| action type = action
| damage save effect =  
| attack roll =
| damage per =  
| damage =
| extra damage =  
| damage modifier =
| damage type =
| damage save =
| damage save effect =
| damage per =
| extra damage =
| extra damage modifier =  
| extra damage modifier =  
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| extra damage type =  
| extra damage save =
| extra damage save =  
| extra damage save effect =
| extra damage save effect =  
| extra damage per =
| extra damage per =  
| concentration = yes
| concentration = yes
| save = WIS
| save dc =
| on save = Targets still take half damage.
| range = self
| range = self
| range m =
| range m =  
| range ft =
| range ft =  
| aoe =  
| aoe = radius
| aoe m =
| aoe m = 3
| aoe ft =
| aoe ft = 10
| condition =
| area =  
| condition duration =
| area category =  
| condition save =
| area shape =  
| area =
| area range m =  
| area category =
| area range ft =  
| area shape =
| area duration = 10
| area range m =
| area turn start damage =  
| area range ft =
| area turn start damage type =  
| area duration =
| area turn start damage save =  
| area turn start damage =
| area turn start damage save effect =  
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| area turn end damage =  
| area turn start damage save =
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| area turn end damage save =  
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| area condition =  
| area turn end damage save =
| area condition 2 =  
| area turn end damage save effect =
| area condition 3 =  
| area condition =
| area condition 4 =  
| area condition 2 =
| variants = Spirit Guardians (Radiant), Spirit Guardians (Necrotic)
| area condition 3 =
| area condition 4 =
| higher levels = When the spell is cast using a 4th Level spell slot or higher, damage increases by {{DamageText|1d8|Radiant}} or {{DamageText|1d8|Necrotic}} damage for each spell slot level above 3rd.
| higher levels = When the spell is cast using a 4th Level spell slot or higher, damage increases by {{DamageText|1d8|Radiant}} or {{DamageText|1d8|Necrotic}} damage for each spell slot level above 3rd.
| notes =
| notes = * When {{SAI|Sanctuary}} is cast on a someone currently using {{SAI|Spirit Guardians}}, the {{SAI|Spirit Guardians}} spell ends immediately.
| video =
* Unlike most spells, {{SAI|Spirit Guardians}} will not damage (and thus kill) knocked-out enemies.
* The incantation for Spirit Guardians is '''Ira et Dolor''', Latin for "anger and pain".
| video =  
}}
}}


== External Links ==
== External Links ==
* {{FRWiki|Spirit guardians|long}}
* {{FRWiki|Spirit guardians|long}}
[[Category:Sources of Radiant damage]]
[[Category:Sources of Necrotic damage]]

Latest revision as of 09:03, 14 May 2024

This page is about the spell, Spirit Guardians. For other similar pages, see Spirit Guardians (disambiguation).
Spirit Guardians.webp

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 3d8Damage TypesRadiant or 3d8Damage TypesNecrotic damage per turn, and their Movement Speed is halved.

Caster can't become Invisible Invisible 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 Concentration

At higher levels

When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8Damage TypesRadiant or 1d8Damage TypesNecrotic damage for each spell slot level above 3rd.

Variants

How to learn

Classes:

Notes

  • When Sanctuary Sanctuary is cast on a someone currently using Spirit Guardians Spirit Guardians, the Spirit Guardians Spirit Guardians spell ends immediately.
  • Unlike most spells, Spirit Guardians Spirit Guardians will not damage (and thus kill) knocked-out enemies.
  • The incantation for Spirit Guardians is Ira et Dolor, Latin for "anger and pain".

External Links[edit | edit source]