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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)]].}}
{{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 13:55, 22 November 2023

This page is about the spell, Spirit Guardians. For other similar pages, see Spirit Guardians (disambiguation).
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Spirit Guardians Spell.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. Lasts for 10 turns.

On a successful Save, targets still take half damage.

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

Properties

Details
 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 or 1d8Damage TypesNecrotic damage for each spell slot level above 3rd.

Variants

Condition: Spirit Guardians Aura

Spirit Guardians Aura Spirit Guardians Aura

Duration: 10 turns

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

Classes:

Notes

External Links