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Spirit Guardians: Difference between revisions

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{{hatnote|This page is about the spell, Spirit Guardians. For other similar pages, see [[Spirit Guardians (disambiguation)]].}}
{{About
{{ up to date | 2023-09-09 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{SpellPage
| subject = the spell
| name = Spirit Guardians
| disambig = Spirit Guardians
| image = Spirit Guardians.webp
}}
{{Feature page
| type = spell
| uid = Shout_SpiritGuardians
| level = 3
| level = 3
| school = Conjuration
| school = Conjuration
| ritual =
| classes = Cleric
| class learns at level 5 = Cleric, War Domain:Domain Spell
| class learns at level 6 = College of Lore:via [[Magical Secrets]]
| class learns at level 10 = Bard:via [[Magical Secrets]]
| races =
| 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 = 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.
| extra description = Nearby enemies take {{DamageText|3d8|Radiant}} or {{DamageText|3d8|Necrotic}} damage per turn, and their [[Movement Speed]] is halved.
| warning = {{Prereq|Caster can't become {{Cond|Invisible}} while [[Concentration|Concentrating]] on this spell.}}
| warning = {{Prereq|Caster can't become {{Cond|Invisible}} while [[Concentration|Concentrating]] on this spell.}}
| cost = action, spell3
| cost = action, spell3
| attack roll =
| damage =
| damage modifier =
| damage type =
| damage save =
| damage save effect =
| damage per =
| extra damage =
| extra damage modifier =
| extra damage type =
| extra damage save =
| extra damage save effect =
| extra damage per =
| concentration = yes
| save = WIS
| save = WIS
| save dc =
| on save = Targets still take half damage.
| on save = Targets still take half damage.
| range = self
| range = self
| range m =
| range ft =
| aoe = radius
| aoe = radius
| aoe m = 3
| aoe m = 3
| aoe ft = 10
| concentration = yes
| condition = Spirit Guardians Aura
| 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.
| condition duration = 10
| variants = Spirit Guardians (Radiant), Spirit Guardians (Necrotic)
| condition save = WIS
| area =
| area category =
| area shape =
| area range m =
| area range ft =  
| area duration = 10
| area duration = 10
| area turn start damage =  
| classes = Cleric
| area turn start damage type =  
| class learns at level 10 = Bard:via [[Magical Secrets]]
| area turn start damage save =  
| class learns at level 5 = Cleric, War Domain:Domain Spell
| area turn start damage save effect =  
| class learns at level 6 = College of Lore:via [[Magical Secrets]]
| area turn end damage =  
| class learns at level 9 = Oath of the Crown:Oath Spell
| area turn end damage type =  
| notes =
| area turn end damage save =
* Spirit Guardians will end immediately if {{SAI|Sanctuary}} is applied to a caster concentrating on Spirit Guardians.
| area turn end damage save effect =
* Unlike most spells, Spirit Guardians will not damage (and thus kill) knocked-out enemies.  
| area condition =
* The incantation for Spirit Guardians is ''Ira et Dolor'', Latin for "anger and pain".
| area condition 2 =
| area condition 3 =
| 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.
| notes = * When {{SAI|Sanctuary}} is cast on a someone currently using {{SAI|Spirit Guardians}}, the {{SAI|Spirit Guardians}} spell ends immediately.
* 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 Radiant damage]]
[[Category:Sources of Necrotic damage]]
[[Category:Sources of Necrotic damage]]

Latest revision as of 04:44, 10 February 2025

This article is about the spell. For other uses, 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
UID Shout_SpiritGuardians

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

  • Spirit Guardians will end immediately if Sanctuary Sanctuary is applied to a caster concentrating on Spirit Guardians.
  • 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".

External links[edit | edit source]