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Spirit Guardians: Difference between revisions
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**[[File:Spirit Guardians Icon.png|frameless|25x25px]] [[Spirit Guardians: Radiant]] | **[[File:Spirit Guardians Icon.png|frameless|25x25px]] [[Spirit Guardians: Radiant]] | ||
**[[File:Spirit Guardians Icon.png|frameless|25x25px]] [[Spirit Guardians: Necrotic]] | **[[File:Spirit Guardians Icon.png|frameless|25x25px]] [[Spirit Guardians: Necrotic]] | ||
*Range: {{C|[[File:Range Icon | *Range: {{C|[[File:Range Icon.png|frameless|upright=0.1]] Self}} | ||
*Area of Effect: {{C|[[File:Aoe Icon.png|frameless|upright=0.1]] 3m / 10ft (Radius)}} | *Area of Effect: {{C|[[File:Aoe Icon.png|frameless|upright=0.1]] 3m / 10ft (Radius)}} | ||
*Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}} | *Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}} |
Revision as of 15:41, 16 July 2023
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 an area around you.
Nearby enemies take 3d8 Radiant
or 3d8 Necrotic
damage per turn, and their Movement Speed is halved.
On a successful save, target still takes half damage.
Properties
Available to level 5 Cleric.
- Select Variant
- Range:
Self
- Area of Effect:
3m / 10ft (Radius)
- Concentration:
Required
- Duration:
10 turns
At Higher Levels
When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8 Radiant
or 1d8 Necrotic
damage for each spell slot level above 3rd.