Spirit Guardians
Level 3 Conjuration spell, concentration
Range
SelfDuration
max 10min
Cast timeaction
You call forth spirits to protect you, flitting around you in a 15ft-radius. Affected creatures are hit for 3d8 radiant or necrotic damage and their movement speed is halved.
When a creature enters the area or starts its turn there, it must make a Wisdom saving throw no more than once per turn.
- If you are good or neutral: the spirits appear
angelicorfeyand do radiant damage on a failed save. - If you are evil: the spirits appear fiendish and do necrotic damage on a failed save.
On a successful save, creatures take half as much damage.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
- name Spirit Guardians
- classes
- Cleric
- hit 3d8
- damage_type radiant
- effect damage
- type spell
- casting_time action
- action_type
- action
- spell slot
- school Conjuration
- range -1
- components V, S, M
- material Holy symbol
- concentration true
- duration max 10min
- aoe
- Sphere
- level 3
- upcast_levels
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- prepared true