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Spirit Guardians (Radiant): Difference between revisions

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(Bards can learn via Magical Secrets)
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{{SpellPage
{{SpellPage
| name = Spirit Guardians: Radiant
| name = Spirit Guardians: Radiant
| image = Spirit Guardians Icon.png
| image = Spirit Guardians.webp
| controller icon = Spirit Guardians Icon.webp
| icon = Spirit Guardians Unfaded Icon.webp
| level = 3
| level = 3
| school = Conjuration
| school = Conjuration
| ritual =
| ritual =  
| classes = Cleric, War Domain
| summary = This spell is a variation of the spell {{SAI|Spirit Guardians}}. This variant deals {{DamageType|Radiant}} damage as well as slows the [[Movement Speed|Movement]] of nearby enemies.
| class learns at level 5 = Cleric, War Domain
| description = Call forth spirits to protect the area around you.
| class learns at level 6 = {{Class|College of Lore}} (via [[Magical Secrets]] subclass feature)
| extra description = Nearby enemies take {{DamageText|3d8|Radiant}} damage per turn, and their [[Movement Speed]] is halved. Lasts for 10 turns.
| class learns at level 10 = {{Class|Bard}} (via [[Magical Secrets]] class feature)
| warning = Caster can't become {{Cond|Invisible}} while [[Concentration|Concentrating]] on this spell.
| races =
| cost = action, spell3
| race learns at level 1 =
| attack roll =  
| race learns at level 2 =
| summary = This spell is a variation of the spell [[Spirit Guardians]]. This variant deals {{DamageColor|Radiant|Radiant}} damage as well as slows the [[Movement Speed|Movement]] of nearby enemies.
| description = all forth spirits to protect the area around you. Nearby enemies take {{DamageText|3d8|Radiant}} damage per turn, and their [[Movement Speed]] is halved. Lasts for 10 turns.
 
On a successful [[Saving Throw|Save]], targets still take half damage.
 
Caster can't become [[Invisible (Condition)|Invisible]] while [[Concentration|Concentrating]] on this spell.
| action type = action
| attack roll =
| damage = 3d8
| damage = 3d8
| damage modifier =
| damage modifier =  
| damage type = Radiant
| damage type = Radiant
| damage save = Wisdom
| damage per =  
| damage save effect = half
| extra damage =  
| 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 = caster
| 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 = Wisdom
| area =
| condition dc = caster
| area category =
| area =  
| area shape =
| area category =  
| area range m =
| area shape =  
| area range ft =
| area range m =  
| area duration =
| area range ft =  
| area turn start damage =
| area duration =  
| area turn start damage type =
| area turn start damage =  
| area turn start damage save =
| area turn start damage type =  
| area turn start damage save effect =
| area turn start damage save =  
| area turn end damage =
| area turn start damage save effect =  
| area turn end damage type =
| area turn end damage =  
| area turn end damage save =
| area turn end damage type =  
| area turn end damage save effect =
| area turn end damage save =  
| area condition =
| area turn end damage save effect =  
| area condition 2 =
| area condition =  
| area condition 3 =
| area condition 2 =  
| area condition 4 =
| area condition 3 =  
| area condition 4 =  
| higher levels = When the spell is cast using a 4th Level spell slot or higher, damage increases by {{DamageText|1d8|Radiant}} 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}} damage for each spell slot level above 3rd.
| notes =
| variant of = Spirit Guardians
| video =
| notes =  
| video =  
}}
}}


== External Links ==
== External Links ==
* {{FRWiki|Spirit guardians|long}}
* {{FRWiki|Spirit guardians|long}}

Latest revision as of 20:00, 27 April 2024

Spirit Guardians.webp

Spirit Guardians: Radiant is a level 3 conjuration spell. This spell is a variation of the spell Spirit Guardians Spirit Guardians. This variant deals Damage TypesRadiant damage as well as slows the Movement of nearby enemies.

Description

Call forth spirits to protect the area around you.

Nearby enemies take 3d8Damage TypesRadiant damage per turn, and their Movement Speed is halved. Lasts for 10 turns.

Caster can't become Invisible Invisible while Concentrating on this spell.

Properties

Cost
Action + Level 3 Spell Slot
Damage
D8 Radiant.png 3d8 (3~24) Damage TypesRadiant
Details
WIS Save (Spell save DC) (On Save: Targets still take half damage.)
 Range: Self
AoE: 3 m / 10 ft (Radius)
Concentration Concentration

At higher levels

When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8Damage TypesRadiant damage for each spell slot level above 3rd.

Condition: Spirit Guardians Aura

Spirit Guardians Aura Spirit Guardians Aura

Duration: 10 turns

Spell save DC  Wisdom saving throw

  • Spirits protect the affected entity.
  • Nearby enemies take 3d8Damage TypesRadiant or 3d8Damage TypesNecrotic damage per turn, and Movement Speed is halved.
  • The caster can't become Invisible Invisible while concentrating on this spell.
  • On a successful save, targets still take half damage.
  • WIS Save

How to learn

This spell is a variation of:
Spirit Guardians Spirit Guardians

External Links[edit | edit source]