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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 | | image = Spirit Guardians.webp | ||
| level = 3 | | level = 3 | ||
| school = Conjuration | | school = Conjuration | ||
| ritual = | | ritual = | ||
| classes = Cleric | | classes = Cleric | ||
| class learns at level 5 = Cleric, War Domain | | class learns at level 5 = Cleric, War Domain:Domain Spell | ||
| class learns at level 6 = | | class learns at level 6 = College of Lore:via [[Magical Secrets]] | ||
| class learns at level 10 = | | class learns at level 10 = Bard:via [[Magical Secrets]] | ||
| races = | | races = | ||
| race learns at level 1 = | | race learns at level 1 = | ||
| race learns at level 2 = | | 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 = Call forth spirits to protect you. 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. Nearby enemies take {{DamageText|3d8|Radiant}} or {{DamageText|3d8|Necrotic}} damage per turn, and their [[Movement Speed]] is halved. Lasts for 10 turns. | ||
| warning = {{Prereq|Caster can't become {{Cond|Invisible}} while [[Concentration|Concentrating]] on this spell.}} | |||
| cost = action, spell3 | |||
| attack roll = | |||
Caster can't become | | damage = | ||
| damage modifier = | |||
| damage type = | |||
| damage save = | |||
| damage save effect = | |||
| | | damage per = | ||
| attack roll = | | extra damage = | ||
| damage = | |||
| damage modifier = | |||
| damage type = | |||
| damage save = | |||
| damage save effect = | |||
| damage per = | |||
| extra damage = | |||
| extra damage modifier = | | extra damage modifier = | ||
| extra damage type = | | 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 = radius | | aoe = radius | ||
| aoe m = 3 | | aoe m = 3 | ||
| aoe ft = 10 | | aoe ft = 10 | ||
| condition = | | condition = Spirit Guardians Aura | ||
| condition duration = | | condition duration = 10 | ||
| condition save = | | condition save = WIS | ||
| area = | | area = | ||
| area category = | | area category = | ||
| area shape = | | area shape = | ||
| area range m = | | area range m = | ||
| area range ft = | | area range ft = | ||
| area duration = | | area duration = 10 | ||
| area turn start damage = | | area turn start damage = | ||
| area turn start damage type = | | area turn start damage type = | ||
| area turn start damage save = | | area turn start damage save = | ||
| area turn start damage save effect = | | area turn start damage save effect = | ||
| area turn end damage = | | area turn end damage = | ||
| area turn end damage type = | | area turn end damage type = | ||
| area turn end damage save = | | area turn end damage save = | ||
| area turn end damage save effect = | | area turn end damage save effect = | ||
| area condition = | | area condition = | ||
| area condition 2 = | | area condition 2 = | ||
| area condition 3 = | | area condition 3 = | ||
| area condition 4 = | | area condition 4 = | ||
| variants = Spirit Guardians (Radiant), Spirit Guardians (Necrotic) | |||
| 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 = * When {{ | | 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]] |
Revision as of 16:41, 9 March 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. Lasts for 10 turns.
Caster can't become 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
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
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 Invisible 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 Cleric (Domain Spell)
- Class Level 6: College of Lore Bard (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".