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Spirit Guardians
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This article is about the spell. For other uses, see Spirit Guardians (disambiguation).

Spirit Guardians is a level 3 conjuration spell. It 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 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.Technical details
UID
Shout_SpiritGuardians
Variants
How to learn
Classes:
- Class level 5: Cleric, and War Domain (Domain Spell)
- Class level 6: College of Lore (via Magical Secrets)
- Class level 9: Oath of the Crown (Oath Spell)
- Class level 10: Bard (via Magical Secrets)
Notes
- Spirit Guardians ends immediately if Sanctuary is applied to a caster concentrating on this spell.
- Unlike most spells, 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".
Bugs
- When upcast to spell slot level 4, the description status tooltip for the Necrotic damage variant incorrectly links to the Radiant damage variant, and vice versa.
- When upcast to spell slot level 5 or 6, the description status tooltips for both the Necrotic and Radiant damage variants incorrectly link to the spell slot level 3 variants.