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{{hatnote|This page is about the spell, Spirit Guardians. For other similar pages, see [[Spirit Guardians (Disambiguation)]].}} | |||
{{ up to date | 2023-09-09 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{SpellPage | {{ up to date | 2023-09-09 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{SpellPage | ||
| name = Spirit Guardians | | name = Spirit Guardians |
Revision as of 14:12, 3 October 2023
This page is about the spell, Spirit Guardians. For other similar pages, see Spirit Guardians (Disambiguation).
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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 3d8Radiant or 3d8Necrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.
On a successful Save, targets still take half damage.
Caster can't become Invisible while Concentrating on this spell.
Variants:
Properties
- Details
- 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.Condition: Spirit Guardians
- Spirits assail the affected entity.
- Takes 3d8Radiant or 3d8Necrotic damage per turn, and Movement Speed is halved.
- Still takes half damage on a successful Saving Throw.
How to learn
Classes:
- Class Level 5: Cleric, and War Domain
- Class Level 6: [[ via Magical Secrets)
- Class Level 10: [[ via Magical Secrets)
Notes
- When Spirit Guardians, the Spirit Guardians spell ends immediately. is cast on a someone currently using