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Spirit Guardians: Difference between revisions

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On a successful save, target still takes half damage.  
On a successful save, target still takes half damage.  
==Properties==
==Properties==
<code>[[File:Actions Icons.png|frameless|25px]] Action + [[File:Spell Icon.png|frameless|upright=0.1]] Level 3 Spell Slot</code>
<code>[[File:Action Icon.png|frameless|25px]] Action + [[File:Spell Icon.png|frameless|upright=0.1]] Level 3 Spell Slot</code>


''Available to level 5 [[Cleric]].''
''Available to level 5 [[Cleric]].''

Revision as of 02:53, 11 February 2023

Spirit Guardians is a Level 3 Conjuration Spell. This spell allows spellcasters to call forth spirits to damage nearby targets and slow their movement.

"Call forth spirits to protect an area around you. Nearby enemies take 3d8 Radiant or 3d8 Necrotic damage per turn, and their Movement Speed is halved. On a successful save, target still takes half damage."

File:Actions Icon.png Action File:Spell Icon.png Level 3 Spell Slot

Range Self
Area of Effect 3m / 10ft (Radius)
School Conjuration
Concentration Required
Duration 10 Turns
Class Cleric

Description

Call forth spirits to protect an area around you.

Nearby enemies take 3d8 Radiant or 3d8 Necrotic damage per turn, and their Movement Speed is halved.

On a successful save, target still takes half damage.

Properties

Action Icon.png Action + File:Spell Icon.png Level 3 Spell Slot

Available to level 5 Cleric.

At Higher Levels

When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8 Radiant or 1d8 Necrotic damage for each spell slot level above 3rd.